Areas of Focus - Full Sail University
Areas of Focus - Full Sail University
Areas of Focus - Full Sail University
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2011 Catalog<br />
Volume XXII, Edition 2, 11/2011
Table <strong>of</strong> Contents<br />
INTRODUCTION 04<br />
MISSION 04<br />
EDUCATIONAL PHILOSOPHY 05<br />
HISTORY 06<br />
CAMPUS & FACILITIES 08<br />
FULL SAIL STUDIOS 09<br />
COMPUTER LABS 10<br />
FILM/VIDEO EDITING SUITES & LABS 13<br />
THE BACKLOT 14<br />
FILM CENTER 16<br />
FILM/VIDEO SOUNDSTAGES & EQUIPMENT 17<br />
RECORDING LABS & STUDIOS 18<br />
VIRTUAL SET 20<br />
DUBBING STAGE 21<br />
LIVE PERFORMANCE VENUES & LABS 22<br />
ENTERTAINMENT/MUSIC<br />
BUSINESS CENTER 24<br />
FULL SAIL STUDIOS: RECORDING STUDIO 25<br />
COMPUTER ANIMATION CENTER 26<br />
FULL SAIL STUDIOS:<br />
GAME PRODUCTION STUDIO 27<br />
{table <strong>of</strong> contents}<br />
1
2<br />
Table <strong>of</strong> Contents (Cont.)<br />
DEGREE PROGRAMS 29 DEGREE PROGRAMS (Cont.)<br />
COMPUTER ANIMATION<br />
Bachelor <strong>of</strong> Science Degree Program<br />
Introduction & <strong>Areas</strong> <strong>of</strong> <strong>Focus</strong> 30<br />
Overview & Objective 39<br />
Course Descriptions & Credit Hours 40<br />
CREATIVE WRITING FOR ENTERTAINMENT<br />
Bachelor <strong>of</strong> Fine Arts Degree Program<br />
Introduction & <strong>Areas</strong> <strong>of</strong> <strong>Focus</strong> 46<br />
Overview & Objective 55<br />
Course Descriptions & Credit Hours 56<br />
DIGITAL ARTS & DESIGN<br />
Bachelor <strong>of</strong> Science Degree Program<br />
Introduction & <strong>Areas</strong> <strong>of</strong> <strong>Focus</strong> 62<br />
Overview & Objective 71<br />
Course Descriptions & Credit Hours 72<br />
ENTERTAINMENT BUSINESS<br />
Bachelor <strong>of</strong> Science Degree Program<br />
Introduction & <strong>Areas</strong> <strong>of</strong> <strong>Focus</strong> 80<br />
Overview & Objective 89<br />
Course Descriptions & Credit Hours 90<br />
ENTERTAINMENT BUSINESS<br />
Master <strong>of</strong> Science Degree Program<br />
Introduction & <strong>Areas</strong> <strong>of</strong> <strong>Focus</strong> 96<br />
Overview & Objective 105<br />
Course Descriptions & Credit Hours 106<br />
FILM<br />
Bachelor <strong>of</strong> Science Degree Program<br />
Introduction & <strong>Areas</strong> <strong>of</strong> <strong>Focus</strong> 110<br />
Overview & Objective 121<br />
Course Descriptions & Credit Hours 122<br />
GAME ART<br />
Bachelor <strong>of</strong> Science Degree Program<br />
Introduction & <strong>Areas</strong> <strong>of</strong> <strong>Focus</strong> 128<br />
Overview & Objective 137<br />
Course Descriptions & Credit Hours 138<br />
GAME DESIGN<br />
Master <strong>of</strong> Science Degree Program<br />
Introduction & <strong>Areas</strong> <strong>of</strong> <strong>Focus</strong> 144<br />
Overview & Objective 153<br />
Course Descriptions & Credit Hours 154<br />
GAME DEVELOPMENT<br />
Bachelor <strong>of</strong> Science Degree Program<br />
Introduction & <strong>Areas</strong> <strong>of</strong> <strong>Focus</strong> 158<br />
Overview & Objective 167<br />
Course Descriptions & Credit Hours<br />
GRAPHIC DESIGN<br />
Associate <strong>of</strong> Science Degree Program<br />
168<br />
Introduction & <strong>Areas</strong> <strong>of</strong> <strong>Focus</strong> 176<br />
Overview & Objective 183<br />
Course Descriptions & Credit Hours 184<br />
MUSIC BUSINESS<br />
Bachelor <strong>of</strong> Science Degree Program<br />
Introduction & <strong>Areas</strong> <strong>of</strong> <strong>Focus</strong> 188<br />
Overview & Objective 197<br />
Course Descriptions & Credit Hours 198<br />
RECORDING ARTS<br />
Bachelor <strong>of</strong> Science Degree Program<br />
Introduction & <strong>Areas</strong> <strong>of</strong> <strong>Focus</strong> 204<br />
Overview & Objective 213<br />
Course Descriptions & Credit Hours 214<br />
RECORDING ENGINEERING<br />
Associate <strong>of</strong> Science Degree Program<br />
Introduction & <strong>Areas</strong> <strong>of</strong> <strong>Focus</strong> 220<br />
Overview & Objective 229<br />
Course Descriptions & Credit Hours 230<br />
SHOW PRODUCTION<br />
Bachelor <strong>of</strong> Science Degree Program<br />
Introduction & <strong>Areas</strong> <strong>of</strong> <strong>Focus</strong> 236<br />
Overview & Objective 245<br />
Course Descriptions & Credit Hours 246<br />
SPORTS MARKETING & MEDIA<br />
Bachelor <strong>of</strong> Science Degree Program<br />
Introduction & <strong>Areas</strong> <strong>of</strong> <strong>Focus</strong> 252<br />
Overview & Objective 261<br />
Course Descriptions & Credit Hours 262<br />
WEB DESIGN & DEVELOPMENT<br />
Bachelor <strong>of</strong> Science Degree Program<br />
Introduction & <strong>Areas</strong> <strong>of</strong> <strong>Focus</strong> 268<br />
Overview & Objective 277<br />
Course Descriptions & Credit Hours 278<br />
EXTENDED STUDIES IN THE MEDIA ARTS<br />
Internship<br />
Overview & Objective 284<br />
DEGREE PROGRAMS ONLINE 286<br />
GENERAL INFORMATION 289<br />
ADMISSIONS 290<br />
FINANCIAL AID 292<br />
CAREER DEVELOPMENT 295<br />
TUITION BREAKDOWN 296<br />
GENERAL INFORMATION 298<br />
2011 CLASS SCHEDULE 300<br />
2011 HOLIDAY SCHEDULE 302<br />
ONLINE EDUCATION 302<br />
STUDENT SERVICES 303<br />
POLICIES & PROCEDURES 304<br />
CLOCK HOUR-TO-CREDIT<br />
HOUR CONVERSION 311<br />
LICENSES & ACCREDITATION 312<br />
ADMINISTRATION 313<br />
{table <strong>of</strong> contents}<br />
3
Introduction<br />
MISSION<br />
People from around the world come to <strong>Full</strong> <strong>Sail</strong> to<br />
pursue their educational goals, and they share one<br />
thing in common – a passion for creative careers in<br />
the entertainment and media industry.<br />
<strong>Full</strong> <strong>Sail</strong>’s mission is to provide students with an<br />
innovative style <strong>of</strong> education, delivered by a staff<br />
<strong>of</strong> dedicated individuals, that addresses the career<br />
opportunities available in an ever-growing, constantly<br />
evolving industry. We do this by developing unique<br />
curricula that combine elements <strong>of</strong> creativity, art,<br />
business and life skills, technical prowess, and<br />
academic achievement. Our education is delivered<br />
via immersive teaching methods, both in <strong>Full</strong> <strong>Sail</strong>’s<br />
real world production studios and classrooms,<br />
as well as through our online learning environment.<br />
Every one <strong>of</strong> our degree programs is designed to<br />
provide students with knowledge and real world<br />
experience that will help them realize their career<br />
goals in the entertainment and media industry.<br />
Empower our students through<br />
an active relationship with the<br />
entertainment and media industry<br />
<strong>Full</strong> <strong>Sail</strong> is dedicated to serving the needs and careers<br />
<strong>of</strong> our students and graduates by actively engaging the<br />
companies that make up the entertainment and media<br />
industry, both in the United States and around the world.<br />
At <strong>Full</strong> <strong>Sail</strong>, every degree program goes through ongoing<br />
assessment and evolution, ensuring that students<br />
receive an education that is current and relevant. This<br />
is accomplished through industry feedback and insight,<br />
and the specifi c guidance <strong>of</strong> groups <strong>of</strong> entertainment and<br />
media pr<strong>of</strong>essionals who make up Program Advisory<br />
Committees for each <strong>of</strong> our degrees. In addition, our<br />
commitment to a close relationship with the industry<br />
allows employers to easily recruit qualifi ed talent, and also<br />
allows our Career Development Department to promote<br />
our graduates to the widest possible audience.<br />
Connect students with educators<br />
and industry guests who inspire<br />
and challenge<br />
The core <strong>of</strong> <strong>Full</strong> <strong>Sail</strong> is our staff, many <strong>of</strong> whom bring years<br />
<strong>of</strong> industry credentials and educational experience to our<br />
campus. Because many <strong>of</strong> our educators and guests are<br />
active in the pr<strong>of</strong>essional community through conventions,<br />
industry affi liations, and pr<strong>of</strong>essional projects, they are<br />
able to inspire students with current knowledge that<br />
speaks to how entertainment and media companies<br />
create exceptional pr<strong>of</strong>essional product.<br />
Introduction<br />
EDUCATIONAL PHILOSOPHY<br />
Provide learning environments<br />
that are real world<br />
<strong>Full</strong> <strong>Sail</strong>’s campus is designed to provide students with<br />
educational environments that are on par with some <strong>of</strong> the<br />
best production facilities in the world. In these studios, labs,<br />
and classrooms, students gain real world experience with<br />
the creative and technical tools employed at all levels <strong>of</strong> the<br />
industry. At the same time, they learn the same production<br />
workfl ow used in fi lm productions, recording sessions,<br />
live events, animation and design projects, and in the<br />
development <strong>of</strong> video games, websites, and entertainment<br />
business strategies.<br />
<strong>Full</strong> <strong>Sail</strong>’s online courses and degrees are driven by a real<br />
world approach that uses current technology to educate<br />
and inspire. Through the capabilities <strong>of</strong> today’s Internet,<br />
traditional assignments are complemented by videos,<br />
animations, and interactive exercises. Our online learning<br />
environment is also built around the concept <strong>of</strong> connecting<br />
you with people – from accessible instructors, to exclusive<br />
guest lecturers, to collaboration tools that enable you to<br />
meet, share, and receive feedback from your peers.<br />
Whether on-campus or online, <strong>Full</strong> <strong>Sail</strong>’s goal is to deliver<br />
a real world educational experience that is engaging<br />
and exceptional.<br />
Promote pr<strong>of</strong>essionalism throughout<br />
the educational experience<br />
We believe that students should approach their education<br />
like pr<strong>of</strong>essionals because it will increase their chance<br />
for success throughout their careers. There are initiatives<br />
woven throughout a student’s educational journey designed<br />
to instill pr<strong>of</strong>essional protocol, attitude, and a mindset<br />
for creativity and success. These elements are integral to<br />
our real world educational formula, alongside up-to-date<br />
curricula, pr<strong>of</strong>essional settings, immersive projects, and<br />
experienced educators.<br />
4 FULL SAIL UNIVERSITY INTRODUCTION 5
EST.<br />
You can get there from here<br />
1979<br />
Our<br />
History<br />
SOME HIGHLIGHTS<br />
Since <strong>Full</strong> <strong>Sail</strong>’s inception in 1979, over 34,000 graduates have<br />
prepared for careers in the entertainment and media industry. The<br />
following features some <strong>of</strong> the highlights <strong>of</strong> <strong>Full</strong> <strong>Sail</strong>’s history as well<br />
as that <strong>of</strong> our graduates.<br />
In 1980, <strong>Full</strong> <strong>Sail</strong> moved from its original home in Dayton, Ohio<br />
to Orlando, Florida. During the six years that followed, new audio<br />
courses were added to the original recording arts <strong>of</strong>fering until, in<br />
1986, the Recording Arts Comprehensive Program was introduced.<br />
In 1988, a new curriculum with a focus on the visual arts was<br />
born — the Video and Film Production Comprehensive Program.<br />
In July 1989, <strong>Full</strong> <strong>Sail</strong> moved into its current home in Winter Park,<br />
Florida (a suburb <strong>of</strong> Orlando) which has since expanded into a 110+<br />
studio multimedia campus.<br />
August 1990 marked a milestone in history when <strong>Full</strong> <strong>Sail</strong> received<br />
accreditation allowing students to earn Specialized Associate Degrees<br />
upon successful completion <strong>of</strong> the curricula in the Recording Arts and/<br />
or Film and Video Production Programs. A third Specialized Associate<br />
Degree in Digital Media was launched in March 1995 – this addition<br />
marked <strong>Full</strong> <strong>Sail</strong>’s entrance into training for the vast, emerging fi eld<br />
<strong>of</strong> interactive media.<br />
1979<br />
Founded in Dayton,<br />
Ohio<br />
1980<br />
Moved to Orlando,<br />
Florida<br />
1989<br />
<strong>Full</strong> <strong>Sail</strong> moves into<br />
its current home in<br />
Winter Park, Florida<br />
March 1998 witnessed the introduction <strong>of</strong> the Game Design<br />
Specialized Associate Degree as well as the Show Production &<br />
Touring Specialized Associate Degree. In January <strong>of</strong> that same year,<br />
<strong>Full</strong> <strong>Sail</strong> achieved additional accreditation and licensing enabling<br />
students to earn Associate <strong>of</strong> Science Degrees in Recording Arts,<br />
Film and Video Production, and Digital Media. In February <strong>of</strong> 1999,<br />
a new accredited program was introduced — the Computer Animation<br />
Associate <strong>of</strong> Science Degree. Additionally, the Game Design and Show<br />
Production & Touring Programs were modifi ed and approved to be<br />
<strong>of</strong>fered as Associate <strong>of</strong> Science Degrees.<br />
In November 2003, <strong>Full</strong> <strong>Sail</strong> <strong>of</strong>fered its fi rst Bachelor’s Degree -<br />
the Entertainment Business Bachelor <strong>of</strong> Science Degree Program.<br />
In addition, the Game Development Degree Program was revised<br />
and expanded to become a Bachelor <strong>of</strong> Science Degree Program.<br />
Another milestone was achieved in August 2005 when three <strong>of</strong><br />
<strong>Full</strong> <strong>Sail</strong>’s Associate <strong>of</strong> Science Degrees were revised and expanded<br />
to become Bachelor <strong>of</strong> Science Degrees – Computer Animation, Digital<br />
Arts & Design (formerly Digital Media), and Film. In April <strong>of</strong> 2006, the<br />
Entertainment Business Bachelor’s Degree Program changed focus<br />
slightly and was renamed Music Business.<br />
1987<br />
Graduate credit on<br />
Michael Jackson’s Bad<br />
8 million copies sold<br />
1991<br />
Graduate credit on<br />
Nirvana’s Nevermind<br />
#1 Album (Billboard 200)<br />
1990<br />
Graduate credit on<br />
LL Cool J<br />
Mama Said Knock You Out<br />
#1 Billboard Rap Single<br />
1994<br />
3 Graduate credits on<br />
The Rolling Stones<br />
Voodoo Lounge Tour<br />
Top Grossing World Tour 1994<br />
1989-1991<br />
For three years in<br />
succession, <strong>Full</strong> <strong>Sail</strong><br />
wins the prestigious<br />
TEC Award (Technical<br />
Excellence and<br />
Creativity) for Best<br />
Recording School/<br />
Program, presented<br />
annually by<br />
Mix Magazine<br />
1996<br />
Graduate credits on<br />
Kiss<br />
Reunion Tour<br />
Top Grossing World Tour ‘96<br />
1995<br />
Graduate credit on<br />
Braveheart<br />
OSCAR ® OSCAR Winner for “Best Picture”<br />
® Winner for “Best Picture”<br />
GRAMMY ®<br />
1996<br />
First<br />
WINNING<br />
Graduate<br />
In June 2007, <strong>Full</strong> <strong>Sail</strong> launched its fi rst Master <strong>of</strong> Science Degree in<br />
Entertainment Business, and in July 2007, <strong>Full</strong> <strong>Sail</strong> launched a new<br />
Associate <strong>of</strong> Science Degree in Graphic Design.<br />
October 2007 was a historic month, with the introduction <strong>of</strong> <strong>Full</strong> <strong>Sail</strong>’s<br />
fi rst online degree program — an online version <strong>of</strong> the school’s<br />
existing Entertainment Business Master <strong>of</strong> Science Degree<br />
Program. The launch <strong>of</strong> this fi rst online degree was years in the<br />
making and saw the school build a proprietary online learning<br />
platform from the ground up.<br />
In December 2007, <strong>Full</strong> <strong>Sail</strong> launched a new on-campus degree<br />
program — the Game Art Bachelor <strong>of</strong> Science Degree — designed<br />
to meet the growing demand for game-specifi c artists. In January<br />
2008, <strong>Full</strong> <strong>Sail</strong> launched two additional online degree programs —<br />
the Education Media Design & Technology Master <strong>of</strong> Science Degree<br />
and the Entertainment Business Bachelor <strong>of</strong> Science Degree, and a<br />
new on-campus degree program — the Web Design & Development<br />
Bachelor <strong>of</strong> Science Degree.<br />
In March 2008, <strong>Full</strong> <strong>Sail</strong> was granted <strong>University</strong> status and<br />
became known as <strong>Full</strong> <strong>Sail</strong> <strong>University</strong>. Since then, the school has<br />
continued to expand its online and campus degree <strong>of</strong>ferings into<br />
new fi elds, including Game Design, Internet Marketing, Graphic<br />
Design, and more, while also revising and expanding its fl agship<br />
Recording Arts and Show Production programs to be <strong>of</strong>fered as<br />
Bachelor <strong>of</strong> Science Degrees.<br />
Graduate credit on<br />
PIXAR’S Toy Story<br />
#1 Box Offi ce Film - OSCAR ® 1995<br />
Nominated<br />
1996<br />
<strong>Full</strong> <strong>Sail</strong> earns the<br />
Florida-based<br />
Educational Award<br />
for Most Innovative<br />
Program as well as<br />
Educator <strong>of</strong> the Year<br />
2005<br />
“One <strong>of</strong> the Top 5 Film Schools in the Country”<br />
– UNleashed Magazine (2005)<br />
2005<br />
“One <strong>of</strong> the 5 Best Music Programs in the Country”<br />
– Rolling Stone Magazine<br />
8 Graduate credits<br />
Titanic<br />
Top Grossing Film <strong>of</strong> All Time -<br />
OSCAR ® 1997<br />
Winner for “Best Picture”<br />
1997<br />
Lycos presents<br />
<strong>Full</strong> <strong>Sail</strong> with their<br />
Top Five Percent<br />
Award for the<br />
school’s website<br />
2005<br />
“One <strong>of</strong> the 3 Best Music Business Departments”<br />
– Schools That Rock<br />
The Rolling Stone College Guide<br />
2007<br />
“<strong>Full</strong> <strong>Sail</strong> is the Harvard<br />
<strong>of</strong> Game Schools”<br />
– Tips & Tricks Magazine<br />
Throughout the world, <strong>Full</strong> <strong>Sail</strong> graduates are employed<br />
in music recording, fi lm production, video production,<br />
animation, sound design, web development, concert<br />
sound, concert lighting, postproduction, game design, music,<br />
interactive title development, graphic design, virtual reality<br />
and simulation, entertainment companies, and worldwide<br />
corporations. Hundreds <strong>of</strong> media businesses have been<br />
built and GRAMMY ® , Emmy ® , Addy ® , and Recording Industry<br />
Association <strong>of</strong> America (Gold and Platinum Records) awards<br />
have been earned by numerous alumni. In addition, 2005<br />
marked the fi rst graduate to ever be nominated for an OSCAR ® .<br />
2002<br />
“One <strong>of</strong> the Top 5 Game Degree<br />
Programs in the World”<br />
– Electronic Gaming Monthly<br />
EMMY ®<br />
1998<br />
WINNING<br />
Graduate<br />
XVIII Olympic Games<br />
“Most Outstanding Technical Team”<br />
Graduate credit on<br />
PIXAR’S The Incredibles<br />
OSCAR ® 2003<br />
Winner for “Best Animated<br />
Feature Film”<br />
Graduate credit on<br />
Lord <strong>of</strong> the Rings:<br />
Return <strong>of</strong> the King<br />
OSCAR ® Winner for “Best Picture”<br />
2003<br />
2003<br />
GRAMMY ® “Album <strong>of</strong> the Year”<br />
Outkast Speakerboxxx/<br />
The Love Below<br />
3 Graduates Win<br />
2005<br />
First Graduate<br />
OSCAR ®<br />
Nomination<br />
2004<br />
<strong>Full</strong> <strong>Sail</strong>’s website is<br />
awarded a National<br />
Gold ADDY ® in<br />
the Flash Website<br />
category<br />
2007<br />
<strong>Full</strong> <strong>Sail</strong>’s redesigned<br />
website receives<br />
multiple nominations<br />
in the Webby Awards<br />
for Best Home/<br />
Welcome Page and<br />
Best Website - School<br />
111<br />
Graduates<br />
involved with<br />
GRAMMY ®<br />
2006<br />
nominated projects<br />
2008<br />
<strong>Full</strong> <strong>Sail</strong> <strong>University</strong><br />
named School/College<br />
<strong>of</strong> the Year by the<br />
Florida Association <strong>of</strong><br />
Postsecondary Schools<br />
& Colleges (FAPSC)<br />
2009<br />
<strong>Full</strong> <strong>Sail</strong> <strong>University</strong><br />
celebrates its<br />
30th Anniversary<br />
& inaugural<br />
Hall <strong>of</strong> Fame<br />
Inductees<br />
2005-2007<br />
Graduate Directs<br />
Saw 2,3,4<br />
#1 Box Offi ce Film on Halloween<br />
3 Years in a Row<br />
6 FULL SAIL UNIVERSITY HISTORY 7<br />
TODAY<br />
2011
Campus & Facilities<br />
The Campus, The Facilities, The Equipment<br />
The <strong>Full</strong> <strong>Sail</strong> Campus is located in Winter Park, Florida (a suburb <strong>of</strong><br />
Orlando). A number <strong>of</strong> multimedia complexes specifi cally designed<br />
to house 110+ studios/production suites as well as classrooms,<br />
administrative <strong>of</strong>fi ces, conference rooms, a media center, and<br />
other support facilities are located on a 191-acre campus.<br />
1<br />
Campus Landmarks<br />
1. <strong>Full</strong> <strong>Sail</strong> Live<br />
2. <strong>Full</strong> <strong>Sail</strong> Live 2<br />
3. Education Administration<br />
4. The HangR - Campus Store<br />
5. Admissions & Financial Aid<br />
6. Dubbing Stage<br />
7. Studios A & B<br />
8. The Virtual Set<br />
9. Digital Arts & Graphic Design Facilities<br />
10. Soundstages 1A, 1B, & 1C<br />
11. Park/Walkway<br />
12. FSNET Message Center<br />
13. <strong>Full</strong> <strong>Sail</strong> Studios Gateway<br />
14. Live Venue<br />
15. Game Studios & Recording Studios<br />
2<br />
5<br />
3<br />
4<br />
6<br />
7<br />
8<br />
9<br />
10<br />
11<br />
16. Entertainment/Music Business Center<br />
17. The Backlot<br />
18. Game Development Building<br />
19. Mix Palace<br />
20. Water Tower<br />
21. Media Center<br />
22. Soundstages & Labs<br />
23. Web Design & Development Building<br />
24. Film Center<br />
25. Computer Animation/Game Art Center<br />
26. Distribution Center<br />
27. Career Development<br />
28. <strong>Full</strong> <strong>Sail</strong> Live 3<br />
29. Business Offi ce<br />
12<br />
14<br />
17<br />
16<br />
15<br />
18<br />
13<br />
19<br />
20<br />
21<br />
25<br />
27<br />
24<br />
28<br />
22<br />
26<br />
23<br />
29<br />
<strong>Full</strong> <strong>Sail</strong> Studios<br />
The custom-built, 2.2-acre <strong>Full</strong> <strong>Sail</strong> Studios<br />
encompass the multipurpose <strong>Full</strong> <strong>Sail</strong><br />
Live venue, a fl agship recording studio, a<br />
complete game production studio, and an<br />
outdoor plaza courtyard.<br />
8 FULL SAIL UNIVERSITY CAMPUS & FACILITIES 9
Campus & Facilities<br />
Computer Labs<br />
The Mac Pro Lab<br />
This lab features a total <strong>of</strong> 25 quad-core Apple Mac Pro<br />
workstations equipped with 12GB RAM and running<br />
pr<strong>of</strong>essional s<strong>of</strong>tware, including Adobe Creative Suite<br />
5 Design Premium, After Effects, Final Cut Pro, Motion,<br />
and DVD Studio Pro. Students in this lab focus on a<br />
wide range <strong>of</strong> digital content creation, including<br />
digital video production, 2D motion graphics, photo<br />
manipulation, 3D graphic creation, and CD-ROM/DVD<br />
authoring. Peripherals include digital video decks and<br />
pr<strong>of</strong>essional video cameras for the capture, creation,<br />
and output <strong>of</strong> digital video imagery.<br />
HP z600 Labs<br />
These labs features 24 powerful Hewlett-Packard<br />
workstations running pr<strong>of</strong>essional s<strong>of</strong>tware packages<br />
such as Adobe Creative Suite 5 Design Premium<br />
(including Photoshop and After Effects), 3D Studio<br />
Max, Unreal, Sound Forge, and Acid Pro. Students in<br />
this lab create a wide variety <strong>of</strong> digital art projects,<br />
including 2D and 3D graphics, digital audio and video,<br />
web design, digital publishing, motion graphics, and<br />
interactive application development.<br />
Mac Pro HD Editing Lab<br />
This room is home to 26 powerful Apple Mac Pro<br />
workstations running Final Cut HD. Students in this<br />
lab edit projects that were shot in HDV and on <strong>Full</strong><br />
<strong>Sail</strong>’s Virtual Set. All computers are connected to an<br />
Apple XSAN server that streams the necessary HD<br />
footage to each student’s workstation.<br />
Cintiq Lab<br />
This lab features 24 Cintiq monitors for the use <strong>of</strong><br />
students in a number <strong>of</strong> courses in the Digital Arts<br />
& Design program. By using the Cintiq monitors in<br />
conjunction with their laptops, students are able to<br />
perform a variety <strong>of</strong> tasks, including digital painting<br />
and photo retouching.<br />
Game Development Labs/Final Project Labs<br />
These labs are specifi cally designed to provide<br />
a focused and fl exible environment for Game<br />
Development students as they plan, program, and<br />
produce their custom-designed video game projects.<br />
The Gaming Lab<br />
This room houses 44 workstations, each equipped<br />
with QTY 44 HP Z210 workstations w/ 22” LCDs.<br />
Students use these machines to further their<br />
knowledge <strong>of</strong> workstation architecture, system<br />
performance, and confi gurations, as they develop, test,<br />
and refi ne their fi nal video game projects.<br />
The Mac Animation Labs<br />
These fi ve dedicated animation labs feature a total <strong>of</strong><br />
72 Apple Mac Pro quad-core workstations, connected<br />
to network storage and paired with high-defi nition<br />
displays. The key s<strong>of</strong>tware packages utilized are<br />
Autodesk Maya and The Foundry Nuke, as instructors<br />
introduce students to 3D modeling, animation concepts,<br />
compositing, and demo reel assembly.<br />
The Hewlett-Packard xw6400 Lab<br />
This lab features 24 Hewlett-Packard xw6400<br />
dual-Xeon processor workstations optimal for<br />
high-level visual effects animation and rendering.<br />
Each workstation is equipped with DVD burning<br />
capabilities, a Wacom tablet, 20” LCD display, and<br />
is connected to a 50-node Boxx rendering system.<br />
Each station is also outfi tted with industry-standard<br />
s<strong>of</strong>tware including Autodesk Maya, and Adobe<br />
Photoshop CS5.<br />
The Final Project Lab<br />
In this lab, students execute their fi nal animation<br />
projects on some <strong>of</strong> the school’s most powerful<br />
graphic workstations – quad-core Apple Mac Pros<br />
connected to network storage and equipped with<br />
DVD burners, Wacom tablets, and dual Samsung<br />
24” LED backlit LCD screens, as well as s<strong>of</strong>tware<br />
including Autodesk Maya, Quicktime Pro, Adobe<br />
Photoshop CS5, and Adobe After Effects.<br />
Motion Capture Studio<br />
This impressive lab features 24 Motion Analysis<br />
Eagle RealTime motion capture cameras, linked to<br />
two high-end Hewlett-Packard workstations used<br />
to capture and render actor movement in real time,<br />
with the output projected onto a 28’ curved screen.<br />
Students in this lab create real-time motion capture<br />
movements by using a bodysuit with sensors, then<br />
view a rendering <strong>of</strong> those motions applied to a<br />
character designed in a 3D application.<br />
The Mac Audio Lab<br />
The Mac Audio Lab is a multi-station environment<br />
where students take part in 100-level Avid Pro Tools<br />
Operator Certifi cation training, s<strong>of</strong>tware synthesis,<br />
and other digital audio techniques. Each Apple Mac<br />
Pro workstation features Avid Pro Tools 002, Korg and<br />
EMU sound module systems, a M-Audio Radium 49<br />
MIDI controller, a Lexicon sound processor, and an<br />
array <strong>of</strong> industry-standard plug-ins.<br />
10 FULL SAIL UNIVERSITY CAMPUS & FACILITIES 11
Campus & Facilities<br />
Suites & Labs<br />
The Avid Media Composer Lab<br />
This lab houses eighteen Hewlett-Packard Z400<br />
digital editing workstations equipped with Avid Media<br />
Composer 5. They are capable <strong>of</strong> compression choices<br />
from 20:1 to 1:1 using high-quality Avid codecs, known<br />
in the industry for stunning image quality even at high<br />
compression settings. Each Avid system has a powerful<br />
set <strong>of</strong> titling, graphics, compositing, and audio features,<br />
and is equipped with dual 22” HP LCD screens.<br />
The Avid Media Composer Nitris DX Labs<br />
Each <strong>of</strong> these two labs features six digital editing<br />
systems that allow students to edit 35mm fi lm footage<br />
with a full array <strong>of</strong> unsurpassed pr<strong>of</strong>essional editing<br />
tools. Media Composer 5 features high performance<br />
real-time capabilities including 3D effects, titles, and<br />
graphics. Each Hewlett-Packard Z800 workstation<br />
is equipped with a Blu-Ray burner, dual 22” HP LCD<br />
screens, and a 24” JVC reference monitor. Students<br />
also utilize graphic s<strong>of</strong>tware like Adobe After Effects<br />
and Photoshop to fi nish their projects.<br />
The Avid DS Nitris Labs<br />
Avid DS Nitris is the ultra high-performance standard<br />
defi nition and high-defi nition fi nishing and mastering<br />
system. Each <strong>of</strong> these six-station labs <strong>of</strong>fers students<br />
the chance to experience the highest standard <strong>of</strong> nonlinear<br />
editing, special effects, and image treatment.<br />
The Pro Tools Post-production Lab<br />
This Pro Tools lab supports workstations and<br />
mastering labs for the Recording Arts Department,<br />
and trains students in pr<strong>of</strong>essional post-production<br />
techniques and tools, using Pro Tools LE with the<br />
Avid 003 interface. The systems are driven by 2.66<br />
Ghz Dual-Core Mac Pro workstations with 4GB RAM,<br />
and the lab features extensive sound effects libraries<br />
for students to build their projects.<br />
12 FULL SAIL UNIVERSITY CAMPUS & FACILITIES 13
Campus & Facilities<br />
The Backlot<br />
<strong>Full</strong> <strong>Sail</strong>’s pr<strong>of</strong>essional Hollywood-style Backlot is<br />
comprised <strong>of</strong> multiple outdoor locations designed to<br />
expand students’ storytelling capabilities, giving them<br />
fl exibility and creative range for student projects. The<br />
Backlot features such iconic locations as the Seattle<br />
Fish Market, New Orleans’ French Quarter, and New<br />
York City’s brownstones, as well as general locations<br />
like a gas station, multiple urban and suburban<br />
storefronts, and even a studio water tower.<br />
14 FULL SAIL UNIVERSITY CAMPUS & FACILITIES 15
Campus & Facilities<br />
The Film Center<br />
<strong>Full</strong> <strong>Sail</strong>’s Film Center is designed to be a complete<br />
motion picture production facility, giving students<br />
the tools and space to turn scripts and storyboards<br />
into feature fi lms. The building houses workshops<br />
for constructing sets as well as a complete array <strong>of</strong><br />
lighting and grip equipment, and thousands <strong>of</strong> feet<br />
<strong>of</strong> open soundstages for building sets <strong>of</strong> varying size<br />
and complexity.<br />
The Film Center also features amenities like a green<br />
room and casting areas for talent as well as student<br />
areas for relaxing and networking during downtime.<br />
Film/Video Soundstages & Equipment<br />
HD Studio<br />
The High-defi nition (HD) Studio features a complete<br />
HD environment for <strong>Full</strong> <strong>Sail</strong> Film students. This lab<br />
features Sony HDC-1000 TV Studio cameras, Sony<br />
HDW-F730 HD fi eld cameras, a Sony MFS-2000 HD<br />
switcher, and Sony HDW-M2000 HD decks. Students<br />
in this lab learn television lighting and sound,<br />
teleprompter operation, jib control, and more.<br />
The Soundstages<br />
<strong>Full</strong> <strong>Sail</strong>’s 10 soundstages are pr<strong>of</strong>essionally<br />
equipped for fi lm and digital production and are<br />
complemented by working scenic/carpentry shops,<br />
prop areas, and lighting and grip departments.<br />
Film & Digital Cameras<br />
The cameras used for production in the soundstages<br />
and on location include an Arricam Studio 35mm<br />
camera, two Arricam 235 35mm cameras, Arricam<br />
Lite 35mm fi lm camera, four Arrifl ex SR3 16mm fi lm<br />
cameras, Arri 416 16mm cameras, Arri Alexa digital<br />
camera, the Sony NXFS100, 20 Panasonic AG-HVX200<br />
HD camcorders, and 10 Sony PMWEX1 HD camcorders.<br />
Lighting/Grip Equipment<br />
The lighting and grip department features a full<br />
complement <strong>of</strong> equipment for soundstage and<br />
location shoots, including Matthews and American<br />
Grip lighting/grip equipment, HMI Daylight instruments,<br />
and Mole-Richardson, Arri, and LTM quartz lighting<br />
packages. Additional grip equipment includes 14’<br />
extendable Chapman Nike cranes, and Super<br />
Pee-Wee dollys and dolly track systems.<br />
16 FULL SAIL UNIVERSITY CAMPUS & FACILITIES 17
Campus & Facilities<br />
Recording Labs & Studios<br />
The Analog Mix Lab<br />
This unique 12-station learning environment allows<br />
students to work one on one with a 32-input Audient<br />
ASP8024 analog recording console, using a Mac<br />
computer running Logic Pro as the record and playback<br />
device for the lab. Each station includes a patchbay,<br />
CD recorder, and a full complement <strong>of</strong> outboard signal<br />
processors from Lexicon, TC Electronic, dbx, and other<br />
respected manufacturers.<br />
The Avid Pro Tools Labs<br />
These two multi-workstation environments each feature<br />
12 Pro Tools|HD-2 Accel3 digital audio workstations<br />
paired with Avid Control 24 digital work surfaces.<br />
Each workstation is built around quad-core Mac Pro<br />
computers and a PreSonus processor, and includes<br />
peripheral equipment from manufacturers such as<br />
Korg. In these labs, students explore digital hard-disk<br />
recording, editing, mixing, and MIDI integration.<br />
The Digital Mix Labs<br />
These advanced learning environments allow<br />
students to work one-on-one with the SSL Matrix<br />
analog/digital audio console using 24 tracks <strong>of</strong><br />
audio from Apple Logic Pro with Apogee DA16x<br />
converters. Each station includes a CD burner and a<br />
full complement <strong>of</strong> outboard signal processors from<br />
Sony, TC Electronic, PreSonus, Eventide, and other<br />
respected manufacturers.<br />
The Mastering Suites<br />
Three Mastering Suites support the Recording Arts<br />
Department and feature an SPL console, B&W and<br />
Dynaudio speakers, Tube Tech, Manley, Massalec<br />
and GML outboard processors plus Magix Sequoia,<br />
Waves Mastering S<strong>of</strong>tware, and Pro Tools.<br />
The MIDI Lab<br />
The MIDI Lab is home to quad-core Mac Pro<br />
workstations which are equipped with M-Audio<br />
Pr<strong>of</strong>i re 2626 interfaces. The facility also features<br />
Korg Triton modules, Roland Fantom X6 keyboards,<br />
Proteus 2000 modules, and AKAI MPC 2500 beat<br />
production stations – plus Logic Pro, Korg Legacy<br />
s<strong>of</strong>tware, Steinberg Halion s<strong>of</strong>tware, and more.<br />
The Mix Palace<br />
This unique recording environment, equipped with<br />
quad-core Mac Pro workstations, provides students<br />
with 24 individual one-on-one audio production suites<br />
consisting <strong>of</strong>:<br />
12 Post-production Suites<br />
This multi-room lab allows students to work with the<br />
same gear found in <strong>Full</strong> <strong>Sail</strong>’s Posting Suites. In this<br />
lab, each student commands their own 5.1 Surround<br />
Pro Tools ICON System, with a host <strong>of</strong> industry<br />
standard plug-ins. Each suite is networked to an Avid<br />
Unity media server, allowing for streamlined media<br />
management during post-production sessions.<br />
12 Music Suites<br />
This section <strong>of</strong> the Mix Palace features 12 mini-mix<br />
suites, allowing students to get one-on-one in a<br />
pr<strong>of</strong>essional studio environment. Each suite features<br />
a SSL AWS900+ console and X-Rack Dynamics Rack<br />
with Pro Tools HD, a 22” LCD screen, a Dynaudio<br />
speaker system, Apogee converters, and a full<br />
patchbay connected to outboard audio processors<br />
from companies like dbx, UA, Manley, Aphex,<br />
Drawmer, Summit Audio, TC Electronic, Lexicon,<br />
Yamaha, and Eventide.<br />
The PC Audio lab<br />
This room supports the Music Theory, Songwriting<br />
and Producing and Arrangement classes. It runs Avid<br />
Sibelius plus other apps for teaching students about<br />
theory, composition and arrangement.<br />
Posting Suites 3, 4, 5, & 6<br />
Suites 3, 4, 5, and 6 are identical quadruplets, with<br />
each room featuring new Hewlett Packard Z800<br />
workstations, a 32-fader Avid ICON digital work<br />
surface with AV Option installed. The ICONs are<br />
interfaced to networked Pro Tools HD digital audio<br />
workstations and paired with JBL LSR Series 5.1<br />
speaker systems, isolation booths, and HP 24” LCD<br />
screens – making these suites ideal for audio postproduction<br />
work.<br />
Studio A<br />
A network <strong>of</strong> several pr<strong>of</strong>essionally designed<br />
recording areas, Studio A is a world-class recording<br />
facility built around a 72-channel, 144+ input Amek<br />
9098i console with Supertrue 4 automation and<br />
Recall. This studio is equipped with a networked Avid<br />
Pro Tools|HD digital audio workstation, and a Studer<br />
A827 analog multitrack machine. Studio A is also<br />
home to an extensive collection <strong>of</strong> signal processing<br />
equipment from TC Electronic, Lexicon, Tube-Tech,<br />
dbx, and others.<br />
Studio B<br />
Studio B is another <strong>of</strong> <strong>Full</strong> <strong>Sail</strong>’s exceptional recording<br />
facilities, featuring an 80-channel, 160-input Solid<br />
State Logic (SSL) SL9000J console with Total Recall<br />
and the Ultimation moving fader automation system.<br />
Boasting a Studer A827 analog multi-track recorder<br />
and a networked 48-input Avid Pro Tools HD digital<br />
audio workstation, Studio B is capable <strong>of</strong> more than<br />
100 tracks <strong>of</strong> recording.<br />
Studio C<br />
Another 72-Channel, 144-input Amek 908i console<br />
resides in this room. Designed by the legendary<br />
Rupert Neve, this console is a technical marvel.<br />
Outfi tted like Studios A and B, with multiple<br />
recording and processing options, this room allows<br />
students to learn signal fl ow and automation in an<br />
environment that is the equal <strong>of</strong> many pr<strong>of</strong>essional<br />
recording studios. Record to and playback from<br />
Apple Logic Pro or Pro Tools on Mac Pro workstations<br />
with Apogee DA16x and AD16x converters.<br />
Studio D<br />
Studio D is home to another SSL SL9000J recording<br />
console, a longtime industry standard for large<br />
format console technology. Outfi tted like Studios<br />
A and B with multiple recording and processing<br />
options, this room allows students to learn the<br />
operation <strong>of</strong> the console and its automation<br />
system. Record to and play back from Apple Logic<br />
Pro or Pro Tools on Mac Pro workstations with<br />
Apogee DA16x and AD16x converters.<br />
Suites 1 and 2<br />
Suites 1 and 2 provide students with a pr<strong>of</strong>essional<br />
production environment built around fully featured<br />
36-channel, 80-input Audient ASP8024 analog<br />
consoles. The consoles will also feature 24-track<br />
routing and 14 auxiliary buses, making these<br />
suites idea for overdubbing, mixing, recall, and<br />
computer automations.<br />
18 FULL SAIL UNIVERSITY CAMPUS & FACILITIES 19
Campus & Facilities<br />
Virtual Set<br />
This unique lab allows students to combine live<br />
footage with virtual sets previously created in a 3D<br />
application, all while working in real-time with Sony<br />
HD video cameras, a Telemetrics camera control<br />
system, Ultimatte digital keying/compositing system,<br />
and Final Cut Pro HD.<br />
The Dubbing Stage<br />
<strong>Full</strong> <strong>Sail</strong>’s Dubbing Stage is Dolby® certifi ed, and<br />
is a fully functional, pr<strong>of</strong>essionally designed postproduction<br />
facility where student interns work<br />
with instructors to learn the intricacies <strong>of</strong> the postproduction<br />
process. It’s in this environment that all<br />
<strong>of</strong> a fi lm’s audio – from dialogue and sound effects to<br />
music – meets the fi nal cut <strong>of</strong> the fi lm.<br />
With high-defi nition video and 35mm projectors, a<br />
Harrison MPC3-D mixing desk, multiple Pro Tools HD<br />
systems, theater seats for private screenings, and an<br />
Oscar-winning JBL theater surround sound system,<br />
this room is fully capable <strong>of</strong> handling the re-recording<br />
mixing for a major motion picture.<br />
20 FULL SAIL UNIVERSITY CAMPUS & FACILITIES 21
Campus & Facilities<br />
Live Performance Venues & Labs<br />
<strong>Full</strong> <strong>Sail</strong> Live Venues<br />
These four performance venues are optimized for<br />
teaching virtually every aspect <strong>of</strong> modern-day<br />
live production, including sound reinforcement,<br />
computerized and conventional lighting systems,<br />
acoustical measurement, equipment maintenance,<br />
installation for home theater and corporate<br />
boardrooms, and video production. Students working<br />
in these rooms utilize audio consoles from Digico,<br />
Midas, Yamaha, Soundcraft, and Avid; sound systems<br />
from JBL, EV, Dynacord, EAW, and Meyer Sound;<br />
computerized lighting systems from Martin, Vari*Lite,<br />
High End Systems, and MA Lighting; acoustical<br />
measurement systems from Meyer Sound, TEF,<br />
SMAART, and EASE; and video equipment from<br />
Sony, Ross, Christie, JVC, and Pioneer.<br />
The Show Production CAD Classrooms<br />
<strong>Full</strong> <strong>Sail</strong> Live 1 and 2 each feature an independent<br />
CAD classroom designed for maximum fl exibility.<br />
<strong>Full</strong> <strong>Sail</strong> Live’s CAD classroom is outfi tted with 30<br />
computer workstations, each featuring s<strong>of</strong>tware<br />
including SMAART Live V6, WinSpeakers, EZ edit,<br />
EASE, and Vectorworks – as well as Micros<strong>of</strong>t Offi ce,<br />
Adobe Photoshop, and Adobe Illustrator for students’<br />
general layout demands. <strong>Full</strong> <strong>Sail</strong> Live 2 features<br />
a CAD classroom featuring another 18 computer<br />
workstations with much <strong>of</strong> the same s<strong>of</strong>tware – this<br />
classroom is <strong>of</strong>ten open to students for independent<br />
study and research.<br />
The Simulcast Suite<br />
The Simulcast Suite functions as the digital multitrack<br />
record room for capturing live performances and<br />
event presentations from the main hall <strong>of</strong> <strong>Full</strong> <strong>Sail</strong><br />
Live. The suite is outfi tted with a Avid VENUE<br />
D-Show digital mixing console and a host <strong>of</strong><br />
outboard processors. Digital audio recording and fi le<br />
management is accomplished by utilizing Avid Pro<br />
Tools and a 7TB Apple XServe RAID system.<br />
Video Switching & Broadcast Audio Suites<br />
The Video Switching & Broadcast Audio Suites function<br />
as the main control center for all in-house productions<br />
at <strong>Full</strong> <strong>Sail</strong> Live, such as live labs and special events.<br />
The Video Switching Suite employs a 16-input ROSS<br />
switcher, SONY DXC D50 broadcast camera package,<br />
Leitch NEO Suite View LCD display system, and<br />
multiple-format Sony and Pioneer record and playback<br />
machines, with a Grass Valley iDDR digital video<br />
recorder that enables video fi le storage and transfer.<br />
The Broadcast Audio Suite includes a Midas Legend<br />
3000 audio console, outboard processors including<br />
Lexicon, DBX and TC Electronic, as well as a JBL<br />
LSR audio monitor system. Guest lectures and<br />
events are supported by Christie DW6K and JVC<br />
D-ILA GA20 projectors and JVC plasma displays,<br />
giving each production a pr<strong>of</strong>essional approach.<br />
In addition, this suite provides for RTS broadcast-style<br />
communications training.<br />
The Digital Audio Lab<br />
This lab allows students to learn digital audio console<br />
engineering using the Digico SD7 and SD8, as well as<br />
Avid VENUE digital consoles. The lab is networked to<br />
the main performance stage at <strong>Full</strong> <strong>Sail</strong> Live and can<br />
be used for live tracking and mixdown.<br />
The Audio Workstation Lab<br />
This lab features six individually networked mobile<br />
digital audio workstations along with the instructor<br />
master control station, with each station employing<br />
a Yamaha M7CL digital console. The stations are<br />
capable <strong>of</strong> performing multiple functions – students<br />
can access audio from the main performance stage<br />
via a CobraNet network or mix down previously<br />
recorded tracks via a Pro Tools digital audio<br />
system locked to a Grass Valley iDDR containing<br />
performance video. The lab can also be used to<br />
emulate an on-location sporting event mixdown<br />
experience, including video playback, audio from<br />
color commentator, and producer tracks.<br />
The Virtual Programming Lighting Lab<br />
In this lab, students bring virtual lighting design and<br />
programming to life using six workstations. Students<br />
learn automated light programming while working<br />
toward their fi nal solo demo project. ESP Vision<br />
s<strong>of</strong>tware provides photo-realistic, render-quality<br />
lighting simulation in real time viewed on large<br />
screen displays, while six MA Lighting ultra-light<br />
consoles with fl at panel LCD monitors provide<br />
virtual control.<br />
The Home Theater Lab<br />
This lab is designed to train students in home theater<br />
and corporate style installation training, using a<br />
variety <strong>of</strong> related equipment including gear from<br />
AMX, BSS, Krell, Sharp, Crown, and JBL.<br />
22 FULL SAIL UNIVERSITY CAMPUS & FACILITIES 23
Campus & Facilities<br />
Entertainment/Music Business Center<br />
As the central hub for <strong>Full</strong> <strong>Sail</strong>’s business degree<br />
programs, the Entertainment/Music Business<br />
Center is a unique and creative atmosphere for<br />
future pr<strong>of</strong>essionals and entrepreneurs. The<br />
building was designed to meet the needs <strong>of</strong> our<br />
business students with multiple classrooms,<br />
boardrooms for group meetings, and an auditorium<br />
for pr<strong>of</strong>essional presentations.<br />
The Entertainment/Music Business Center also<br />
features wireless Internet access, several common<br />
areas for impromptu business meetings, and a café.<br />
<strong>Full</strong> <strong>Sail</strong> Studios: Recording Studio<br />
With its carefully crafted acoustical environment,<br />
this fl agship recording studio serves as a fullfeatured<br />
audio recording environment for students<br />
and pr<strong>of</strong>essionals alike. Guests are able to view the<br />
recording process through the oversized, acoustically<br />
treated windows that line the hallways<br />
<strong>of</strong> the building.<br />
24 FULL SAIL UNIVERSITY CAMPUS & FACILITIES 25
Campus & Facilities<br />
The Computer Animation Center<br />
The Computer Animation Center provides a creative<br />
environment for <strong>Full</strong> <strong>Sail</strong>’s visual artists and animators.<br />
With traditional art studios and labs that feature<br />
powerful computer workstations, this building allows<br />
students to develop their animation projects in an<br />
inspirational and welcoming environment.<br />
The collaborative atmosphere is ideal for artists<br />
to work together on projects, trade animation tips,<br />
or simply build relationships with like-minded people.<br />
In addition, the walls <strong>of</strong> the Computer Animation<br />
Center are covered with student-created artwork<br />
and sculptures, as well as framed examples <strong>of</strong><br />
pr<strong>of</strong>essional projects created by <strong>Full</strong> <strong>Sail</strong> graduates.<br />
<strong>Full</strong> <strong>Sail</strong> Studios: Game Production Studio<br />
The Game Production Studio is a primary<br />
environment for game development teams at<br />
<strong>Full</strong> <strong>Sail</strong>. This dedicated facility features areas<br />
specifi cally designed for audio, graphics, and<br />
technical development, a game console timeline<br />
(complete with vintage hardware), and a VIP graffi ti<br />
wall. The building also features student amenities<br />
like common areas and game testing rooms for<br />
unwinding between classes.<br />
26 FULL SAIL UNIVERSITY CAMPUS & FACILITIES 27
Degree<br />
Programs<br />
28 FULL SAIL UNIVERSITY<br />
DEGREE PROGRAMS<br />
PROGRAMS 29
Computer<br />
Animation<br />
Bachelor <strong>of</strong> Science Degree Program<br />
It hasn’t been that long since “animation” meant<br />
teams <strong>of</strong> artists working long hours to make individual<br />
2D cels. For most <strong>of</strong> the 20th century, that was the way<br />
animated shows and features were made. But the<br />
21st century has seen computers become essential<br />
tools for animators, with increased processing power<br />
and more sophisticated s<strong>of</strong>tware combining to move<br />
the bulk <strong>of</strong> animation from the cel to the CPU. Whether<br />
for animated shows and feature fi lms, video games,<br />
or as special effects in live-action fi lms, computer<br />
animation is an integral part <strong>of</strong> the way artists get<br />
their vision onto screens.<br />
To become one <strong>of</strong> those artists, you’ll need to<br />
understand the art, the techniques, and the technology<br />
that pr<strong>of</strong>essional animators use to bring their creations<br />
to life. You’ll start that process in the creative and<br />
collaborative environment <strong>of</strong> our Computer Animation<br />
Center. In this atmosphere, you’ll learn the tools <strong>of</strong><br />
the trade that you’ll need to become a 21st century<br />
3D Artist.<br />
Graduates <strong>of</strong> this degree may apply to continue<br />
their education with the:<br />
Game Design<br />
Master <strong>of</strong> Science Degree Program<br />
Media Design<br />
Master <strong>of</strong> Fine Arts Degree Program<br />
CAMPUS<br />
PROGRAM<br />
ONLINE<br />
PROGRAM<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
Fine Arts<br />
Modeling<br />
Animation<br />
Effects<br />
Final Project/<br />
Demo Reel Creation<br />
30 FULL SAIL UNIVERSITY<br />
* IF YOU’RE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR ADMISSIONS<br />
DEPARTMENT TO EXPLORE YOUR OPTIONS.<br />
COMPUTER ANIMATION | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 31
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
art<br />
TRADITIONAL<br />
PROFESSIONAL<br />
concepts<br />
2D 3D<br />
TECHNIQUES<br />
CAMERA<br />
lighting<br />
effects<br />
TECHNIQUE<br />
3D<br />
craft life<br />
DRAWING<br />
SCULPTING<br />
TECHNIQUE<br />
LIGHTING<br />
craft texturing life<br />
anatomical<br />
modeling<br />
BASICS<br />
3D<br />
MODELING<br />
character<br />
character<br />
RIGGING MOTION<br />
demo<br />
dynamics<br />
modeling<br />
BASICS<br />
character<br />
MOTION<br />
dynamics<br />
PARTICLE<br />
storyBOARDING<br />
craft life<br />
FINE ARTS<br />
COMPUTER realistic<br />
MOVEMENT DRAWING<br />
character ANIMATION realistic<br />
TECHNIQUE<br />
EFFECTS ACTIONS<br />
REEL<br />
PARTICLE<br />
EFFECTS<br />
MODELING<br />
modeling 3D BASICS<br />
FINE ARTS<br />
MOVEMENT<br />
ACTIONS<br />
MODELING<br />
texturing<br />
character<br />
DRAWING<br />
curves<br />
curves<br />
SURFACES<br />
SURFACES<br />
COMPUTER<br />
ANIMATION<br />
body body<br />
LANGUAGE<br />
LANGUAGE<br />
SCULPTING<br />
art<br />
TRADITIONAL<br />
PROFESSIONAL<br />
character<br />
MODELING<br />
REEL concepts MODELING<br />
demo<br />
PROFESSIONAL<br />
anatomical REEL<br />
art<br />
MODELING texturing<br />
ANIMATION<br />
TRADITIONAL<br />
SPECIAL<br />
effects<br />
concepts character<br />
RIGGING<br />
CAMERA<br />
lighting<br />
TECHNIQUEANIMATION<br />
BASICS<br />
TECHNIQUES<br />
craft life<br />
MOTION<br />
SURFACES<br />
TECHNIQUES<br />
DRAWING<br />
CAMERA<br />
PARTICLE body<br />
LANGUAGE curves effects<br />
PARTICLE<br />
body<br />
MOVEMENT<br />
EFFECTS ACTIONS<br />
MOTION SPECIAL<br />
LANGUAGE<br />
dynamics<br />
SCULPTING<br />
anatomical<br />
realistic<br />
MOVEMENT character<br />
dynamics RIGGING<br />
PARTICLE<br />
anatomical<br />
MODELING<br />
character<br />
RIGGING LIGHTING<br />
texturing<br />
MODELING<br />
storyBOARDIN<br />
PROFESSIONAL<br />
EFFECTS &<br />
32 FULL SAIL UNIVERSITY<br />
COMPUTER ANIMATION | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 33<br />
DEMO REEL CRATION<br />
curves<br />
SURFACES<br />
body<br />
SCULPTING<br />
anatomical<br />
MODELING<br />
character<br />
RIGGING<br />
demo<br />
SCULPTING<br />
MODELING<br />
LIGHTING<br />
ANIMATION texturing<br />
anatomical<br />
MODELING<br />
COMPUTER<br />
ANIMATION<br />
EFFECTS &<br />
DEMO REEL CRATION<br />
character<br />
FINE ARTS<br />
RIGGING<br />
storyBOARDING<br />
LIGHTING TECHNIQUE<br />
texturing<br />
3D<br />
SPECIAL<br />
effects<br />
storyBOARDING CAMERA<br />
MOTION<br />
LANGUAGE<br />
EFFECTS &<br />
ANIMATION<br />
DEMO REEL CRATION<br />
EFFECTS lighting &<br />
2D 3D character<br />
3D<br />
Fine Arts<br />
modeling DEMO REEL effects CRATION<br />
MODELING<br />
TECHNIQUES<br />
MOTION<br />
PROFESSIONAL<br />
dynamics<br />
realistic<br />
BASICS<br />
The journey <strong>of</strong> becoming PARTICLE successful in the computer MOVEMENT Using traditional mediums such demo character<br />
as graphite, color<br />
animation industry EFFECTS starts with building a foundation ACTIONS<br />
REEL<br />
MODELING<br />
pencil, and clay you will learn how to manipulate the<br />
CAMERA<br />
in traditional art. Our curriculum is built on the skills,<br />
elements <strong>of</strong> art to create designs that work in the three-<br />
EFFECTS &<br />
dynamics<br />
concepts, and techniques that will enable students to dimensional world. Hands-on exercises in illustration,<br />
understand and appreciate the holistic approach DEMO artists REEL CRATION color theory,<br />
2D<br />
character development, lighting<br />
3D<br />
life drawing, and<br />
ANIMATION<br />
must use in the animation process.<br />
sculpting will help you produce effects believable characters character<br />
texturing<br />
and compositionally TECHNIQUES<br />
sound environments.<br />
effects<br />
PARTICLE<br />
concepts DRAWING<br />
LIGHTING<br />
texturing<br />
2D 3D<br />
TECHNIQUES<br />
COMPUTER<br />
ANIMATION<br />
CAMERA<br />
lighting<br />
effects<br />
art<br />
TRADITIONAL<br />
FINE ARTS<br />
storyBOARDING<br />
concepts<br />
MODELING<br />
character<br />
MODELING<br />
2D 3D<br />
texturing<br />
SPECIAL<br />
effects<br />
modeling 3D BASICS<br />
character<br />
MOTION<br />
dynamics<br />
PARTICLE<br />
art<br />
TRADITIONAL<br />
TECHNIQUE<br />
3D<br />
realistic<br />
MOVEMENT<br />
EFFECTS ACTIONS<br />
craft life<br />
modeling<br />
DRAWING BASICS<br />
dynamics<br />
curves<br />
SURFACES<br />
body<br />
LANGUAGE<br />
realistic<br />
MOVEMENT<br />
EFFECTS ACTIONS<br />
concepts<br />
craft life<br />
modeling<br />
curves character<br />
2D 3D<br />
lighting<br />
TECHNIQUE<br />
DRAWING<br />
curves<br />
3D<br />
SURFACES BASICS<br />
body<br />
LANGUAGE<br />
MOTION<br />
Creating believable models is an essential element<br />
<strong>of</strong> computer animation. With three courses devoted<br />
solely to modeling, you’ll PROFESSIONAL gradually develop the<br />
strategies and skills needed to use computer modeling<br />
tools effi ciently. character demo<br />
After getting a REEL foundation in surface<br />
creation, 3D modeling RIGGING<br />
basics, trimming and blending,<br />
and curves and surfaces, you’ll move on to advanced<br />
modeling techniques – production modeling, surface<br />
fl ow, anatomical modeling – utilizing the same real<br />
world workfl ow as pr<strong>of</strong>essional animators.<br />
demo<br />
REEL<br />
anatomical<br />
MODELING<br />
character<br />
RIGGING<br />
PROFESSIONAL<br />
demo<br />
REEL<br />
SCULPTING<br />
craft life<br />
SCULPTING<br />
modeling<br />
character<br />
MODELING<br />
DRAWING<br />
LIGHTING<br />
anatomical<br />
curves<br />
MODELING<br />
SURFACES<br />
body<br />
LANGUAGE<br />
PROFESSIONAL<br />
demo<br />
texturing<br />
realistic<br />
EFFECTS ACTIONS<br />
storyBOARDIN<br />
REEL<br />
MOVEMENT<br />
Modeling EFFECTS ACTIONS<br />
SURFACES<br />
realistic<br />
character<br />
texturing<br />
character effects<br />
SPECIA<br />
MODELING
t<br />
NAL<br />
epts<br />
3D<br />
IQUES<br />
A<br />
ing<br />
ects<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
MODELING<br />
body<br />
TECHNIQUE<br />
craft life<br />
ANIMATION<br />
3D<br />
modeling<br />
dynamics<br />
PARTICLE<br />
LANGUAGE<br />
Animation<br />
DRAWING<br />
Bringing computer models to life is the goal <strong>of</strong> the<br />
animation process, and the curriculum FINE ARTS at <strong>Full</strong> <strong>Sail</strong><br />
teaches you the tools and techniques you’ll need to<br />
do just that. First, you’ll learn basic animation skills<br />
and the fundamentals <strong>of</strong> powerful s<strong>of</strong>tware packages<br />
like Autodesk Maya and Adobe Photoshop. Then<br />
you’ll build on those dynamics<br />
basics with 2D and 3D techniques<br />
like character motion, body language, and character<br />
PARTICLE<br />
rigging as you use all your artistic skills together with<br />
technology to make your creations move.<br />
2D 3D<br />
curves<br />
BASICS<br />
realistic<br />
TECHNIQUES<br />
SURFACES<br />
TECHNIQUE<br />
craft life<br />
MOVEMENT<br />
CAMERA<br />
EFFECTS &<br />
DRAWING<br />
ACTIONS<br />
character lighting body<br />
DEMO REEL CRATION<br />
MOTION<br />
LANGUAGE effects<br />
3D modeling curves<br />
BASICS<br />
SURFACES<br />
realistic<br />
MOVEMENT<br />
EFFECTS ACTIONS<br />
character<br />
COMPUTER<br />
ANIMATION<br />
MOTION<br />
body TRADITIONAL<br />
LANGUAGE<br />
art<br />
EFFECTS ACTIONS<br />
MODELING<br />
ANIMATION<br />
realistic<br />
character<br />
3D<br />
modeling<br />
SCULPTING<br />
BASICS<br />
RIGGING<br />
MOVEMENT<br />
character<br />
anatomical<br />
MOTION<br />
MODELING<br />
demo<br />
PROFESSIONAL<br />
concepts<br />
2D 3D<br />
TECHNIQUES<br />
dynamics REEL<br />
character<br />
PARTICLE RIGGING<br />
curves<br />
LIGHTING<br />
SURFACES<br />
texturing<br />
body<br />
LANGUAGE<br />
realistic<br />
MOVEMENT<br />
storyBOARDING<br />
EFFECTS ACTIONS<br />
demo<br />
PROFESSIONAL<br />
REEL<br />
SCULPTING<br />
anatomical<br />
MODELING<br />
character<br />
MODELING<br />
character<br />
RIGGING<br />
TECHNIQUE texturing<br />
demo<br />
PROFESSIONAL<br />
3D<br />
REEL<br />
BASICS<br />
anatomical<br />
MODELING<br />
character<br />
RIGGING<br />
demo<br />
PROFESSIONAL<br />
storyBOARDING<br />
34 FULL SAIL UNIVERSITY<br />
COMPUTER ANIMATION | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 35<br />
SPECIAL<br />
effects<br />
LIGHTING<br />
texturing<br />
storyBOARDING<br />
craft life<br />
modeling<br />
character<br />
MOTION<br />
storyBOARDING<br />
character<br />
MODELING<br />
texturing<br />
SPECIAL<br />
effects<br />
DRAWING<br />
character<br />
MODELING<br />
curves<br />
SURFACES<br />
texturing<br />
body SPECIAL<br />
LANGUAGE effects<br />
REEL<br />
SCULPTING<br />
anatomical<br />
MODELING<br />
character<br />
RIGGING<br />
character<br />
MODELING<br />
texturing<br />
SPECIAL<br />
effects<br />
st
N<br />
D<br />
UES<br />
ts<br />
ANIMATION<br />
FINE ARTS<br />
g<br />
3D<br />
TECHNIQUES MOTION LANGUAGE<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
CAMERA<br />
lighting<br />
effects<br />
Effects<br />
DRAWING<br />
BASICS<br />
character<br />
life<br />
SCULPTING<br />
art<br />
PARTICLE<br />
TRADITIONAL<br />
MOTION<br />
It’s one thing to build a model and make it move;<br />
it’s something else to make it look real (or unreal, concepts<br />
if that’s what you’re shooting for). The next phase is<br />
to add natural phenomena to make the scene realistic,<br />
curves<br />
TECHNIQUE including elements <strong>of</strong> snow, sleet, smoke, or dust using<br />
dynamics anatomical<br />
particles and dynamic simulation to give your creation<br />
added realism. Then PARTICLE MODELING<br />
SURFACES<br />
you’ll polish it into a fi nished<br />
DRAWING<br />
product by integrating computer-generated elements<br />
into live-action fi lm footage, seamlessly creating the<br />
illusion <strong>of</strong> reality.<br />
body<br />
character<br />
3D modeling<br />
RIGGING curves<br />
MODELING<br />
Final<br />
BASICS<br />
Project/<br />
LANGUAGE Demo Reel Creation<br />
ANIMATION<br />
dynamics<br />
All <strong>of</strong> the skills you’ve developed and polished during<br />
the Computer Animation program come together<br />
in the fi nal project course. You’ll start by coming<br />
PROFESSIONAL<br />
up with a concept to show your artistic strengths<br />
as a 3D artist. Then you’ll enter the planning demo body<br />
stage,<br />
where MOTION you’ll need to develop concept art and LANGUAGE<br />
create REEL<br />
storyboards. After setting out your goals and timeline<br />
during preproduction, you’ll go through the process<br />
<strong>of</strong> generating content that fi ts your chosen area<br />
<strong>of</strong> focus – whether that’s developing models and CAMERA<br />
adding textures and lighting, implementing realistic<br />
visual<br />
effects, PARTICLE animating developed characters, creating MOVEMENT<br />
natural EFFECTS phenomena using particles, compositing ACTIONS<br />
CG elements into fi lm plates, or developing models<br />
adding textures and lights.<br />
realistic character<br />
MOVEMENT<br />
ACTIONS<br />
EFFECTS &<br />
DEMO REEL CRATION<br />
craft life<br />
dynamics<br />
curves<br />
SURFACES<br />
body<br />
realistic<br />
MOVEMENT<br />
EFFECTS &<br />
EFFECTS<br />
LIGHTING<br />
ACTIONS TECHNIQUE<br />
REEL<br />
MODELING<br />
RIGGING storyBOARDING<br />
DEMO REEL CRATION<br />
LANGUAGEtexturing<br />
craft life<br />
realistic<br />
MOVEMENT<br />
EFFECTS ACTIONS<br />
SURFACES<br />
storyBOARDING<br />
In a dedicated Demo Reel Creation course, your<br />
teachers will re-evaluate the art and animation you’ve<br />
created throughout your classes, and help you gear<br />
your portfolio to the area <strong>of</strong> the industry you’re<br />
MODELING<br />
character<br />
demo<br />
PROFESSIONAL<br />
2D 3D character<br />
most interested in pursuing. The character<br />
reel will show <strong>of</strong>f<br />
your technical pr<strong>of</strong>i ciency in such areas as character<br />
TECHNIQUES character RIGGING MOTION<br />
modeling, animation, texturing, MODELING<br />
and special effects,<br />
<strong>of</strong>fering a well-rounded demonstration <strong>of</strong> your talents<br />
to help launch your career.<br />
lighting<br />
effects<br />
SCULPTING<br />
anatomical<br />
texturing<br />
SPECIAL REEL<br />
effects<br />
3D<br />
MODELING<br />
PROFESSIONAL<br />
demo<br />
modeling<br />
BASICS<br />
dynamics<br />
PARTICLE<br />
PROFESSIONAL<br />
demo<br />
LIGHTING<br />
texturing<br />
character<br />
texturing<br />
36 FULL SAIL UNIVERSITY<br />
COMPUTER ANIMATION | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 37<br />
REEL<br />
storyBOARDING<br />
character<br />
MODELING<br />
ANIMATION<br />
DRAWING<br />
character<br />
curves<br />
SURFACES<br />
SPECIAL<br />
effects<br />
MODELING<br />
texturing<br />
SPECIAL<br />
effects<br />
body<br />
LANGUAGE<br />
realistic<br />
MOVEMENT<br />
EFFECTS ACTIONS<br />
texturing<br />
SPECIAL<br />
effects<br />
2D 3D<br />
TECHNIQUES<br />
CAMERA<br />
lighting<br />
effects<br />
character<br />
MOTION<br />
dynamics<br />
SCULPTING<br />
PARTICLE<br />
EFFECTS<br />
anatomical<br />
MODELING<br />
character<br />
RIGGING<br />
demo<br />
PROFESSIONAL<br />
REEL<br />
b<br />
LA<br />
r
38<br />
Overview<br />
The Computer Animation Bachelor <strong>of</strong> Science<br />
Degree Program at <strong>Full</strong> <strong>Sail</strong> is centered on real<br />
world production processes. From storyboarding,<br />
sketching, and modeling to character animation,<br />
special effects, and fi nal compositing, the Computer<br />
Animation degree program at <strong>Full</strong> <strong>Sail</strong> takes you<br />
through the entire production pipeline.<br />
Our program starts by getting you familiar with the<br />
art concepts behind animation; drawing, sculpting,<br />
and other traditional forms <strong>of</strong> expression are<br />
essential parts <strong>of</strong> getting your art onto the computer.<br />
You’ll also learn the basic principles behind<br />
computer-generated models, characters, animation,<br />
and visual effects. Then you’ll put those principles to<br />
use just like animation pros do when developing fi lms,<br />
TV shows, commercials, and games. By using the same<br />
hardware and s<strong>of</strong>tware as pr<strong>of</strong>essional animation<br />
studios, you’ll gain the skills you’ll need to hit the<br />
ground running when you embark on your career. To<br />
highlight these skills, you’ll fi nish your education by<br />
creating a demo reel that showcases your best work.<br />
Learning the essential art and technology elements <strong>of</strong><br />
this fi eld is just one part <strong>of</strong> the Computer Animation<br />
program. You’ll also have courses focusing on<br />
computer business applications, personal fi nance<br />
management, communication skills, and how to<br />
prepare yourself for that fi rst step into the animation<br />
industry. To help you make that transition, we’ve also<br />
got a team <strong>of</strong> Career Development pr<strong>of</strong>essionals that<br />
can help you polish your interviewing skills and<br />
résumé and get you ready to enter the industry. In<br />
addition, our Career Development services and advisors<br />
will be available for support and assistance throughout<br />
your career – not just during your education.<br />
Objective<br />
Our goal is to provide you with the focused<br />
knowledge and understanding <strong>of</strong> 3D computer<br />
character animation and visual effects needed to<br />
qualify for entry-level, industry positions as scene<br />
builders, character designers, technical directors,<br />
motion animators, visual effects animators, lighters,<br />
and renderers. Besides the program’s strong 3D<br />
computer graphics focus, you will build other skills<br />
in peripheral media and digital courses that will<br />
enhance your opportunities in related fi elds.<br />
In addition to technical pr<strong>of</strong>i ciency and creative<br />
development, your education will help you develop<br />
critical thinking, problem solving, and analytical skills<br />
that contribute to life learning, providing you with tools<br />
to help sustain a long and productive pr<strong>of</strong>essional<br />
career in the entertainment and media industry.<br />
COMPUTER ANIMATION<br />
OVERVIEW & OBJECTIVE<br />
FULL SAIL UNIVERSITY<br />
COMPUTER ANIMATION | Bachelor Bachelor <strong>of</strong> Science Science Degree Program<br />
FULL SAIL UNIVERSITY 39
Computer Animation<br />
Bachelor <strong>of</strong> Science Degree Program<br />
PROGRAM CORE<br />
Code Course Credit Hours<br />
CGA 221 2D Animation 4.00<br />
CGA 121 3D Foundations 4.00<br />
CGA 351 Animation Preproduction 7.00<br />
CGA 461 Animation Production 4.00<br />
CGA 251 Art Creation for Games 4.00<br />
CGA 233 Character Animation 7.00<br />
CGA 342 Character Design and Creation 4.00<br />
CGA 441 Character Rigging 7.00<br />
CGA 241 Compositing Fundamentals 4.00<br />
CGA 353 Compositing and Scene Finishing 7.00<br />
CGA 482 Demo Reel Creation 4.00<br />
CGA 131 Fundamentals <strong>of</strong> Animation 3.00<br />
CGA 101 Fundamentals <strong>of</strong> Art I 3.00<br />
CGA 102 Fundamentals <strong>of</strong> Art II 3.00<br />
CGA 112 Methods <strong>of</strong> Design 4.00<br />
DIG 1301 Model Creation † 4.00<br />
CGA 371 Motion Capture 3.00<br />
CGA 471 Portfolio Content Creation I 4.00<br />
CGA 472 Portfolio Content Creation II 3.00<br />
CGA 473 Portfolio Content Creation III 3.00<br />
Chronological Schedule by Months<br />
1 2 3 4 5 6 7<br />
ENGLISH<br />
COMPOSITION I<br />
ETHICS &<br />
PSYCHOLOGY<br />
3D FOUNDATIONS MODEL CREATION<br />
FUNDAMENTALS<br />
OF ART I<br />
FUNDAMENTALS<br />
OF ART II<br />
SHADING<br />
& LIGHTING<br />
COLLEGE<br />
MATHEMATICS<br />
METHODS OF DESIGN<br />
HISTORICAL ARCHETYPES<br />
& MYTHOLOGY<br />
CHARACTER DESIGN<br />
& CREATION<br />
GEOMETRY &<br />
MEASUREMENT<br />
2D ANIMATION<br />
FUNDAMENTALS<br />
OF PHYSICS<br />
8 9 10 11 12 13 14<br />
COMPOSITING<br />
FUNDAMENTALS<br />
FUNDAMENTALS<br />
OF ANIMATION<br />
PRODUCTION<br />
MODELING<br />
RIGGING<br />
BASICS<br />
CHARACTER<br />
RIGGING<br />
CHARACTER<br />
ANIMATION<br />
ART CREATION<br />
FOR GAMES<br />
MOTION CAPTURE<br />
SOFTWARE<br />
TECHNOLOGY<br />
INTERPERSONAL<br />
COMMUNICATIONS<br />
COMPOSITING &<br />
SCENE FINISHING<br />
15 16 17 18 19 20 21<br />
VISUAL EFFECTS<br />
ANIMATION<br />
PRODUCTION<br />
PUBLIC SPEAKING<br />
ANIMATION<br />
PREPRODUCTION<br />
PORTFOLIO CONTENT<br />
CREATION I<br />
CGA 352 Production Modeling 4.00<br />
CGA 271 Rigging Basics 3.00<br />
GRA 1161 Shading and Lighting † 4.00<br />
DIG 2031 S<strong>of</strong>tware Technology † 4.00<br />
CGA 442 Visual Effects 7.00<br />
Totals: 108.00<br />
GENERAL EDUCATION<br />
Code Course Credit Hours<br />
MGF 1213 College Mathematics † 4.00<br />
ENC 1101 English Composition I* † 4.00<br />
PPE 2110 Ethics and Psychology † 4.00<br />
PHY 1000 Fundamentals <strong>of</strong> Physics † 4.00<br />
MTG 1205 Geometry and Measurement † 4.00<br />
GEN 251 Historical Archetypes and Mythology 4.00<br />
SPC 2140 Interpersonal Communications 4.00<br />
SPC 1606 Public Speaking* † 4.00<br />
Totals: 32.00<br />
PORTFOLIO CONTENT<br />
CREATION II<br />
TOTAL CREDIT HOURS: 140<br />
TOTAL WEEKS: 84<br />
* This specific course is <strong>of</strong>fered online. Please see course description for details.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
PORTFOLIO CONTENT<br />
CREATION III<br />
DEMO REEL<br />
CREATION<br />
Course Descriptions<br />
Program Core<br />
CGA 221<br />
2D Animation<br />
The 2D Animation Course develops<br />
students’ appreciation <strong>of</strong> the technique and<br />
craft involved in hand-drawn 2D animation, and<br />
promotes the understanding and successful<br />
application <strong>of</strong> the fundamental principles <strong>of</strong><br />
traditional animation. Using pencil and paper<br />
to explore this art form, students are physically<br />
responsible for controlling and manipulating a<br />
subject’s volume, weight, proportion, acting,<br />
and movement, thus gaining a more thorough<br />
understanding <strong>of</strong> the animation process. This<br />
foundation <strong>of</strong> traditional animation broadens<br />
students’ skills as computer animators and<br />
enhances their creative ability.<br />
40 FULL SAIL UNIVERSITY<br />
COMPUTER ANIMATION | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 41<br />
Course Outline<br />
Animation Fundamentals<br />
Principles <strong>of</strong> Animation<br />
Timing Charts<br />
Character Animation<br />
Advanced Character Principles<br />
Clean Up<br />
Character Personality<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGA 121<br />
3D Foundations<br />
The 3D Foundations Course familiarizes<br />
students with the fundamentals <strong>of</strong> creating<br />
2D and 3D computer graphics using Autodesk<br />
Maya and Adobe Photoshop. Students learn<br />
the interface and controls <strong>of</strong> both programs as<br />
they learn basic animation skills that prepare<br />
them for the more advanced courses later in<br />
the Computer Animation Bachelor <strong>of</strong> Science<br />
Degree Program.<br />
Course Outline<br />
Introduction to Operating Systems<br />
Introduction to Digital Imagery<br />
Photoshop Interface and Tools<br />
Digital Concept Art<br />
Introduction to the Maya Interface<br />
Working in the 3D World<br />
Geometry and Surface Types<br />
Working with Objects and Components<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGA 351<br />
Animation Preproduction<br />
The Animation Preproduction Course<br />
develops students’ ability to plan, coordinate,<br />
and study assets, using traditional methods<br />
to demonstrate their learned strengths as a<br />
3D artist. Working from photograph and video<br />
reference, students explore and develop<br />
characters, environments, vehicles, rigs, and<br />
animation ideas. Successful completion <strong>of</strong> this<br />
course arms students with the knowledge <strong>of</strong><br />
how to use good reference and artistic studies<br />
to create production blueprints.<br />
Course Outline<br />
Art Direction<br />
Set Design<br />
Character Design<br />
Storyboards<br />
Animatics<br />
Total credit hours 7.00<br />
Course length 4 weeks<br />
CGA 461<br />
Animation Production<br />
The Animation Production Course<br />
provides students with their first opportunity<br />
to produce an animated sequence. Students<br />
develop an overall understanding <strong>of</strong> animation<br />
as it applies to the production industry,<br />
as they produce a portfolio animation piece<br />
to showcase their pr<strong>of</strong>iciency.<br />
Course Outline<br />
Preproduction<br />
Applications <strong>of</strong> Animation<br />
Motion Analysis<br />
Timing Development<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGA 251<br />
Art Creation For Games<br />
The Art Creation for Games Course<br />
provides students with a strong knowledge <strong>of</strong><br />
the way real time 3D content is modeled and<br />
textured. Students develop gaming models <strong>of</strong><br />
simple and complex props, foliage, and various<br />
game environments. Special attention will<br />
be paid to the creation <strong>of</strong> clean and optimized<br />
models for use in games.<br />
Course Outline<br />
Preproduction and Concept<br />
Modeling Techniques<br />
Reduction Techniques<br />
Effective UV Mapping<br />
Normal Map Generation<br />
Texture Painting in Photoshop<br />
Practical and Presentation<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGA 233<br />
Character Animation<br />
The Character Animation Course<br />
continues to strengthen students’ animation<br />
skills by exploring methods for creating<br />
movement that is not only entertaining and<br />
appealing, but also depicts actions that<br />
are driven by the character’s emotions<br />
and personality. In this course, students<br />
analyze methods for creating acting choices<br />
that are unique and interesting. Through<br />
group discussion and analysis, students are<br />
introduced to the importance <strong>of</strong> evaluating their<br />
own work as well as the work <strong>of</strong> their peers.<br />
This enables each student to critique animated<br />
work with the intent <strong>of</strong> implementing what has<br />
been learned into future animations.<br />
Course Outline<br />
Animation Fundamentals<br />
to Complex Movement<br />
Scene Composition and Staging<br />
Entertainment Analysis<br />
Acting Theory, Development, and<br />
Techniques<br />
Group Participation and Critique<br />
Total credit hours 7.00<br />
Course length 4 weeks<br />
CGA 342<br />
Character Design<br />
and Creation<br />
The Character Design and Creation<br />
Course builds upon the skills learned in<br />
the Model Creation and Shading & Lighting<br />
courses by applying knowledge to 3D<br />
characters. Students begin with preproduction<br />
<strong>of</strong> a character, developing concept art and<br />
character sheets. Students complete a fully<br />
textured organic 3D model for possible use in<br />
film or high-resolution game technology.<br />
Course Outline<br />
Character Design<br />
NURBS Modeling<br />
Sub Division Surface Modeling<br />
Surface Flow and Anatomy<br />
Painting Character Textures<br />
Generating Textures for Characters<br />
Character Rendering<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGA 441<br />
Character Rigging<br />
The Character Rigging Course complements<br />
the Character Design and Creation course by<br />
training students to add skeletal structures to<br />
character models. Students learn the techniques<br />
involved with the creation <strong>of</strong> a character setup,<br />
developing character rigs and skeletal structures<br />
used in the character animation pipeline. The<br />
ultimate goal <strong>of</strong> character rigging is to prepare<br />
a modeled character for motion without the<br />
animator needing to know the details <strong>of</strong> the<br />
character’s setup.<br />
Course Outline<br />
Biped Skeleton Rig Design<br />
Inverse Kinematics Control<br />
Muscle and Skin Deformation<br />
Mathematical Expressions<br />
Set Driven Key Controls<br />
Scripted Controls<br />
Alternative Skeleton Set Up Techniques<br />
Total credit hours 7.00<br />
Course length 4 weeks
Course Descriptions<br />
Program Core<br />
CGA 241<br />
Compositing<br />
Fundamentals<br />
The Compositing Fundamentals Course<br />
focuses on the seamless integration <strong>of</strong> computergenerated<br />
elements with real world live-action<br />
video footage. Students are introduced to<br />
compositing and integration techniques<br />
commonly utilized by film and video pr<strong>of</strong>essionals<br />
in current production pipelines. Students learn<br />
how to accurately reconstruct and composite<br />
computer-generated elements to properly match<br />
a high definition film or video source, while<br />
presenting them the opportunity <strong>of</strong> working in<br />
a node-based compositing environment.<br />
Course Outline<br />
Matte Creation Techniques<br />
Photoshop Fundamentals<br />
3D Card Systems and Camera Mapping<br />
Lighting and Rendering<br />
Node-based Compositing<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGA 353<br />
Compositing and<br />
Scene Finishing<br />
The Compositing and Scene Finishing<br />
Course will broaden the base <strong>of</strong> students’<br />
knowledge by <strong>of</strong>fering insight into the process<br />
<strong>of</strong> combining computer-generated imagery<br />
(CGI) with video and film elements. By learning<br />
what happens when rendered imagery is<br />
integrated into the post-production process,<br />
students better understand the core principles<br />
<strong>of</strong> proper compositing and finishing practices.<br />
Students will be introduced to the fundamentals<br />
<strong>of</strong> Node-based compositing systems, 3D<br />
camera tracking tools accompanied with<br />
common rendering methods utilized in current<br />
post-production pipelines.<br />
Course Outline<br />
Node-based Compositing<br />
Color Theory and Practice<br />
3D Camera Tracking (Matchmoving)<br />
Rendering Methods and Practices<br />
Proper Integration Techniques<br />
Total credit hours 7.00<br />
Course length 4 weeks<br />
CGA 482<br />
Demo Reel Creation<br />
The Demo Reel Creation Course provides<br />
students with the time to develop a demo reel<br />
commonly expected during interviews. During<br />
this time, students take the content developed<br />
throughout their degree program and assemble<br />
it into a presentable package. Prior to the<br />
creation <strong>of</strong> the demo reel, a student’s content<br />
is reviewed in an effort to help the student<br />
determine the best material for showcasing<br />
their talents as a computer animation artist.<br />
Course Outline<br />
Content Review and Assembly<br />
Audio Assembly<br />
Demo Reel Output<br />
Demo Reel Review<br />
Package Presentation Development<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGA 131<br />
Fundamentals<br />
<strong>of</strong> Animation<br />
The Fundamentals <strong>of</strong> Animation Course<br />
provides students with the animation tools<br />
required to create, manipulate, and refine<br />
any computer-animated sequence. Building<br />
on the traditional animation fundamentals<br />
<strong>of</strong> motion and timing, the course teaches<br />
students computer animation techniques<br />
and applies them to the process <strong>of</strong> animating<br />
modeled projects. The course focuses on<br />
positional animation and control with the use<br />
<strong>of</strong> keyframing, timing curves, dope sheets,<br />
and dependency graphs, as well as the tools<br />
to manipulate them.<br />
Course Outline<br />
Keyframe Animation<br />
Motion Timing and Analysis<br />
Dope Sheet and Action Graphs<br />
Hierarchical Animation<br />
Camera and Light Positional Animation<br />
Animation Rendering<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
CGA 101<br />
Fundamentals <strong>of</strong> Art I<br />
The Fundamentals <strong>of</strong> Art I Course prepares<br />
students for the virtual world by having them<br />
step away from the computer and observe,<br />
touch, and create in the real world. These<br />
courses suggest that real-world observation<br />
and touch is invaluable in the planning <strong>of</strong> 3D<br />
computer graphics.<br />
Course Outline<br />
Object Observation<br />
Textures and Lighting<br />
Color Theory<br />
Composition and Space<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
CGA 102<br />
Fundamentals <strong>of</strong> Art II<br />
The Fundamentals <strong>of</strong> Art II Course further<br />
prepares students for the virtual world by<br />
having them observe, touch, and create in the<br />
real world. This course continues instruction in<br />
beginning life drawing, plant and animal study,<br />
character development, and sculpture. This<br />
course suggests that real-world observation<br />
and touch is invaluable in the planning <strong>of</strong> 3D<br />
computer generated people, places, and things.<br />
Course Outline<br />
Life Drawing<br />
Animal and Environment Observation<br />
Character Development<br />
Sculpting<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
CGA 112<br />
Methods <strong>of</strong> Design<br />
The Methods <strong>of</strong> Design Course focuses<br />
on the extensive and complex ideas and<br />
implications <strong>of</strong> basic design. Students in this<br />
course are trained to intellectually connect<br />
artistic intention and compositional conclusion.<br />
Students also plan, organize, and control<br />
hands-on projects using various media,<br />
while they use gained knowledge to design<br />
environments and simple characters.<br />
Course Outline<br />
Critical Thinking<br />
Elements and Principles <strong>of</strong> 3D<br />
Aspects and Elements <strong>of</strong> Time<br />
Narrative and Non-narrative<br />
Architecture and Scenery<br />
Character Design and Development<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DIG 1301<br />
Model Creation †<br />
The Model Creation Course explores the<br />
beginning <strong>of</strong> the computer animation process<br />
by creating hard surface models from concept<br />
art to final computer-generated imagery. During<br />
an in-depth exploration <strong>of</strong> the NURBS modeling<br />
tool set, comparisons <strong>of</strong> the relative differences<br />
between polygon, NURBS, and subdivision<br />
surface definitions are made. Students will<br />
develop techniques and strategies for creation<br />
<strong>of</strong> efficient virtual surfaces.<br />
Course Outline<br />
Surface Creation Methods<br />
Building Strategies<br />
3D Modeling Basics<br />
Curves and Surfaces<br />
Surface Continuity<br />
Trimming and Blending<br />
Modeling Optimization<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGA 371<br />
Motion Capture<br />
The Motion Capture Course teaches<br />
students techniques to digitize motion, edit<br />
sequences, and develop an understanding<br />
<strong>of</strong> simulated motion. Students gain an<br />
understanding <strong>of</strong> motion capture setup<br />
and shooting, data tracking, and skeleton<br />
retargeting, as well as animation correction<br />
and enhancement. This course gives<br />
students a deeper understanding <strong>of</strong> film and<br />
game motion capture pipelines.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
42 FULL SAIL UNIVERSITY<br />
COMPUTER ANIMATION | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 43<br />
Course Outline<br />
Motion Data Shoot<br />
Data Tracking<br />
Skeleton Retargeting<br />
Application and Simulation<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
CGA 471<br />
Portfolio<br />
Content Creation I<br />
The Portfolio Content Creation I Course<br />
is designed to allow students to review and<br />
continue advancing their overall knowledge<br />
<strong>of</strong> computer animation workflow, timeline,<br />
pr<strong>of</strong>essional behavior, and mind set. This<br />
course prepares students to experience a<br />
four-week production deadline, and introduces<br />
working under production constraints.<br />
Students use their artistic skills and technical<br />
knowledge to create a pr<strong>of</strong>essional quality<br />
asset based on reference compiled during<br />
Animation Preproduction. All assets are<br />
managed and critiqued by an in-lab art director,<br />
to help guide projects towards photorealistic<br />
expectations under defined deadlines.<br />
Course Outline<br />
Production Techniques<br />
Time Management and Pr<strong>of</strong>essional<br />
Behavior<br />
Managing Assets through Art Direction<br />
Reference Based Asset Creation<br />
Advanced Lighting and Rendering<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGA 472<br />
Portfolio<br />
Content Creation II<br />
In the Portfolio Content Creation II Course,<br />
students continue developing their pr<strong>of</strong>essional<br />
quality asset while working against deadline.<br />
Students incorporate knowledge developed<br />
in Portfolio Content Creation I to improve<br />
their artistic sensibilities, workflow, technical<br />
knowledge, and personal time management.<br />
Students continue working through a critique<br />
and review process with the in-lab art directors<br />
to develop photorealistic content.<br />
Course Outline<br />
Production Techniques<br />
Time Management and<br />
Pr<strong>of</strong>essional Behavior<br />
Managing Assets through Art Direction<br />
Reference Based Asset Creation<br />
Advanced Lighting and Rendering<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
CGA 473<br />
Portfolio<br />
Content Creation III<br />
In the Portfolio Content Creation III<br />
Course, students develop the third and most<br />
advanced photoreal asset for their portfolio.<br />
With the knowledge obtained during previous<br />
months, students embark on their final fourweek<br />
production deadline. Students in this<br />
course work with precision at optimal speed,<br />
having a strong understanding <strong>of</strong> artistic<br />
appeal, time management, asset creation, and<br />
pr<strong>of</strong>essional behavior. What they experience in<br />
this course helps prepare them for the methods,<br />
environments, and conditions experienced in<br />
the production arena.<br />
Course Outline<br />
Production Techniques<br />
Time Management and Pr<strong>of</strong>essional<br />
Behavior<br />
Managing Assets through Art Direction<br />
Reference Based Asset Creation<br />
Advanced Lighting and Rendering<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
CGA 352<br />
Production Modeling<br />
The Production Modeling Course develops<br />
students’ understanding <strong>of</strong> model development<br />
as it applies to the animation production<br />
industry. The course builds on all the computer<br />
animation foundation courses that precede it,<br />
and parallels industry production workflow<br />
to develop portfolio models for presentation.<br />
Students explore a variety <strong>of</strong> topics including<br />
developing surface flow, anatomical models,<br />
and production modeling techniques.<br />
Course Outline<br />
Advanced Modeling Techniques<br />
Production Modeling<br />
Geometry Parameterization<br />
Anatomical Modeling<br />
Surface Flow<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGA 271<br />
Rigging Basics<br />
The Rigging Basics Course develops the<br />
student’s ability to write scripts to improve<br />
the interaction between the animator and<br />
the s<strong>of</strong>tware user interface. In this course,<br />
students learn how to create custom UI<br />
elements, understand programming structures,<br />
create functional script files, and have a<br />
stronger ability to troubleshoot.<br />
Course Outline<br />
Syntax Basics<br />
Customizing the Interface<br />
Custom Script Files<br />
Troubleshooting Techniques<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
GRA 1161<br />
Shading and Lighting †<br />
The Shading and Lighting Course<br />
investigates the mood and lighting, look and<br />
feel, shadows and shading, reflections and<br />
atmospheres that bring scenes and models to<br />
life. During this second <strong>of</strong> three 3D fundamental<br />
courses, students develop an eye for texturing<br />
and lighting modeled objects and scenes that<br />
parallel the real world. This course builds<br />
on the concepts established in previous<br />
courses, including surface lighting and shadow<br />
observations and techniques.<br />
Course Outline<br />
Textures and Shaders<br />
Image Manipulation<br />
Reflection and Refraction<br />
Lighting Strategies<br />
Highlights and Shadows<br />
Rendering and Raytracing<br />
Optimization<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DIG 2031<br />
S<strong>of</strong>tware Technology †<br />
The S<strong>of</strong>tware Technology Course<br />
advances students’ understanding <strong>of</strong> industryrelated<br />
tools available in the market. Students<br />
will be exposed to 2D and 3D s<strong>of</strong>tware tools<br />
from various s<strong>of</strong>tware manufacturers. The<br />
areas <strong>of</strong> interest include a look at different<br />
workflow ideas, as well as proper tool use<br />
and function in the industry.<br />
Course Outline<br />
2D S<strong>of</strong>tware<br />
3D S<strong>of</strong>tware<br />
Work Flow<br />
Industry Use<br />
Total credit hours 4.00<br />
Course length 4 weeks
Course Descriptions<br />
Program Core General Education<br />
CGA 442<br />
Visual Effects<br />
The Visual Effects Course trains students<br />
to model, animate, render, and assemble<br />
computer-generated effects. Through research,<br />
observation, and evaluation, students develop<br />
techniques for simulating environmental and<br />
dynamic forces <strong>of</strong> nature. In this course,<br />
students use art and technology to recreate<br />
natural phenomenon and other elements found<br />
in nature to generate additional realism to a<br />
scene. In addition, a study <strong>of</strong> dynamic interaction<br />
<strong>of</strong> geometry, secondary motion effects, and<br />
rendering techniques assists students in the<br />
creation <strong>of</strong> photorealistic effect elements.<br />
Course Outline<br />
Rigid Bodies<br />
Particles<br />
S<strong>of</strong>tbody<br />
Cloth/Hair<br />
Fur/Fluids<br />
Total credit hours 7.00<br />
Course length 4 weeks<br />
MGF 1213<br />
College Mathematics †<br />
The College Mathematics Course is<br />
designed to enable students to build skills<br />
and confidence in algebra that are required to<br />
succeed in future math and core courses. Firsttime<br />
algebra students or those needing a review<br />
will begin with basic concepts and build upon<br />
these ideas by completing work that uses algebra<br />
in practical situations.<br />
Course Outline<br />
Review <strong>of</strong> Basic Arithmetic<br />
Operations with the Real Number System<br />
Measurement and Number Systems<br />
Exponents & Radical Expressions<br />
Linear Equations & Inequalities<br />
Graphing<br />
Proportions, Formulas, and Word Problems<br />
Introductory Statistics and Probability<br />
Business Applications and<br />
Mathematical Models<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENC 1101<br />
English Composition I* †<br />
The English Composition I Course is<br />
designed to introduce students to the writing<br />
process. Special attention is given to selecting<br />
and refining topics, identifying the audience,<br />
developing a purpose, and formulating thesis<br />
statements. Grammatical conventions and their<br />
applications are heavily stressed. Students in<br />
this course learn to compose mature, logical<br />
sentences, and paragraphs in order to create<br />
rhetorical cohesion.<br />
Course Outline<br />
Invention and Drafting<br />
Revising and Editing<br />
Grammar<br />
Essay Structure<br />
Audience Awareness<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
PPE 2110<br />
Ethics and Psychology †<br />
The Ethics and Psychology Course<br />
blends the study <strong>of</strong> ethics with the study <strong>of</strong><br />
the psychology <strong>of</strong> personality to examine<br />
the nature <strong>of</strong> personal character, gender<br />
differences, behavioral styles, and cognitive<br />
theories. Students will study the unique<br />
organization <strong>of</strong> the characteristics that set<br />
individuals apart from each other and also how<br />
individuals and groups <strong>of</strong> individuals respond to<br />
the differences <strong>of</strong> others.<br />
Course Outline<br />
Archetypes and Behavioral Styles<br />
Values, Morals, Ethics<br />
Learning Theories and Behaviorism<br />
Psychoanalytic Theory<br />
Existential-Humanistic Theory<br />
Cognitive Psychology<br />
Neuro-Linguistic Programming:<br />
Personality Disorders<br />
Gender Issues: Proxemic,<br />
Kinesics Chromatics<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
PHY 1000<br />
Fundamentals<br />
<strong>of</strong> Physics †<br />
The Fundamentals <strong>of</strong> Physics Course<br />
teaches students how to understand the world<br />
through physics. Real-world phenomena such<br />
as light, mechanics, motion, collisions, and<br />
magnetism are introduced. Emphasis is placed<br />
on how problems, in describing nature, are<br />
approached in terms <strong>of</strong> physical theories and<br />
mathematical formulae.<br />
Course Outline<br />
Kinematics<br />
Motion<br />
Energy and Mechanics<br />
Electricity and Magnetism<br />
Electromagnetic Spectrum<br />
Survey <strong>of</strong> Light<br />
Physical Theories and Formulae<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
MTG 1205<br />
Geometry and<br />
Measurement †<br />
The Geometry and Measurement Course<br />
teaches students a wide spectrum <strong>of</strong> geometric<br />
concepts that are designed to build upon<br />
the math learned in earlier coursework. The<br />
curriculum will emphasize Euclidean geometry<br />
and its relationship to logic, analytic geometry,<br />
and trigonometry. The pro<strong>of</strong>s, measurements,<br />
constructions, graphs, and problems involve<br />
lines, planes, angles, triangles, circles,<br />
polygons, polyhedrons, prisms, cylinders,<br />
spheres, areas and volumes. Students will<br />
develop their knowledge <strong>of</strong> geometry, analytic<br />
geometry, and trigonometry through problemsolving,<br />
calculation, and exploration <strong>of</strong> logic.<br />
Course Outline<br />
A Brief History <strong>of</strong> Geometry<br />
Inductive and Deductive Reasoning<br />
Foundations <strong>of</strong> Geometry<br />
Triangles<br />
Parallel Lines and Polygons<br />
Quadrilaterals<br />
Similar Triangles and the<br />
Pythagorean Theorem<br />
Circles<br />
<strong>Areas</strong> <strong>of</strong> Polygons and Circles<br />
Solid Geometry<br />
Analytic Geometry<br />
Trigonometry<br />
Polar Coordinate System<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GEN 251<br />
Historical Archetypes<br />
and Mythology<br />
The Historical Archetypes and<br />
Mythology Course introduces students to<br />
the connections between history, mythology,<br />
and iconic archetypes, and the influence<br />
these relationships have had on classical and<br />
contemporary cultures <strong>of</strong> the world. Color<br />
symbolism is also explored in order to better<br />
appreciate folklores, heroes, and monsters<br />
<strong>of</strong> various cultures. In addition to composing<br />
original myths and stories, students complete<br />
a personal assessment that identifies<br />
characteristics <strong>of</strong> their individual archetypes<br />
and use this knowledge to identify, understand,<br />
and relate to mythological characters and<br />
characters <strong>of</strong> their own creation. The course<br />
also enhances students’ ability to analyze and<br />
evaluate information.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
44 FULL SAIL UNIVERSITY<br />
COMPUTER ANIMATION | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 45<br />
Course Outline<br />
Introduction to Archetypes, Culture<br />
and Myths<br />
Archetypes Influence on Culture<br />
Contemporary Western Myths<br />
and Archetypes<br />
Cultural Archetypes <strong>of</strong> Asia, Europe,<br />
and Latin America<br />
Cross Cultural Comparisons <strong>of</strong> World<br />
Archetypes and Myths to Western Culture<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
SPC 2140<br />
Interpersonal<br />
Communications<br />
The Interpersonal Communication<br />
Course examines the nature <strong>of</strong> the<br />
communication process, variables affecting<br />
the process, and the individuals involved.<br />
Additionally, this course includes individual<br />
analysis <strong>of</strong> behavior processes that may impede<br />
and/or enhance communication processes.<br />
Topics include perception, nonverbal<br />
behavior, persuasive communication, identity<br />
management, intercultural communication<br />
and computer mediated communication. This<br />
course also enhances students’ ability to<br />
analyze and evaluate information.<br />
Course Outline<br />
Assessment and Evaluation<br />
Research and Planning<br />
Writing Résumés and Other Documents<br />
Networking and Interviewing<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
* This course is only <strong>of</strong>fered online. It is conducted over the <strong>Full</strong> <strong>Sail</strong> Online Learning Environment – a web-based platform<br />
which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the<br />
Internet. Completion <strong>of</strong> the course is based on participation and successful completion <strong>of</strong> assignments.<br />
SPC 1606<br />
Public Speaking* †<br />
The Public Speaking Course is designed<br />
to train students in understanding and<br />
implementing oral communication skills.<br />
Learning is centered on student participation<br />
in a variety <strong>of</strong> speaking/listening situations,<br />
which are designed to increase the<br />
understanding <strong>of</strong> the interpersonal nature <strong>of</strong><br />
all speech communication. Students study and<br />
participate in the creation and delivery <strong>of</strong> at<br />
least three types <strong>of</strong> speeches. Target audience<br />
identification, surveys, body language, effective<br />
speaking techniques, and pre-speech planning<br />
are investigated and used to create speeches.<br />
Course Outline<br />
Impromptu Speeches<br />
Researching for Speech Manuscripts<br />
Creation and Delivery <strong>of</strong><br />
Persuasive Speeches<br />
Creation and Delivery <strong>of</strong> Expository<br />
and Demonstrative Speeches<br />
Speech Outlines<br />
Audience Surveys<br />
Evaluation <strong>of</strong> Speaking Effectiveness<br />
Total credit hours 4.00<br />
Course length 4 weeks
Creative<br />
Writingfor<br />
Entertainment<br />
Bachelor <strong>of</strong> Fine Arts Degree Program<br />
Whether it’s a fi lm with a plot that keeps you on the<br />
edge <strong>of</strong> your seat, a television show with a cast <strong>of</strong><br />
characters that have a special place in our hearts, or<br />
a video game with such a compelling concept that it’s<br />
almost impossible to put the controller down, the best<br />
entertainment always has a great story at its core.<br />
As we continue to experience entertainment<br />
in an ever-growing number <strong>of</strong> ways, those<br />
pr<strong>of</strong>essionals who can marry words and visuals to<br />
tell a compelling story across multiple platforms<br />
have become increasingly sought after within the<br />
entertainment industry.<br />
<strong>Full</strong> <strong>Sail</strong>’s Creative Writing for Entertainment<br />
Bachelor <strong>of</strong> Fine Arts degree program immerses<br />
students in the skills they’ll need to become<br />
those pr<strong>of</strong>essionals. Following the evolution <strong>of</strong><br />
a story from the brainstorming process to its<br />
implementation across a variety <strong>of</strong> media platforms,<br />
students will not only learn how to write compelling<br />
content for fi lm, television, websites, video<br />
games, and social media, but also how to market<br />
themselves and their work within the industry.<br />
Graduates <strong>of</strong> this degree may apply to continue<br />
their education with the:<br />
Game Design<br />
Master <strong>of</strong> Science Degree Program<br />
Media Design<br />
Master <strong>of</strong> Fine Arts Degree Program<br />
CAMPUS<br />
PROGRAM<br />
ONLINE<br />
PROGRAM<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
Storytelling<br />
Research<br />
Marketing/Pitching<br />
46 FULL SAIL UNIVERSITY<br />
* IF YOU’RE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR ADMISSIONS<br />
DEPARTMENT TO EXPLORE YOUR OPTIONS.<br />
CREATIVE WRITING | Bachelor Bachelor <strong>of</strong> Fine Arts Degree Program 47
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
CREATIVE<br />
WRITING<br />
STORYTELLING<br />
EATIVE<br />
RITING<br />
RESEARCH<br />
CREATIVE<br />
WRITING<br />
STORYTELLING<br />
RESEARCH<br />
BRAINSTORMING storyboards<br />
MARKETING/PITCHING<br />
ORYTELLING BRAINSTORMING storyboards<br />
Storytelling<br />
While there are many different ways to tell a story,<br />
the fundamental concepts behind good storytelling<br />
are consistent. Through a series <strong>of</strong> writing workshops<br />
and exercises, you’ll refi ne the way in which you<br />
brainstorm ideas and translate your thoughts into<br />
effective stories. You’ll learn how to communicate<br />
moods, emotions, ideas, sounds, and scenery<br />
through visual props, as well as through the use <strong>of</strong><br />
storyboarding s<strong>of</strong>tware, as you examine different<br />
authorial choices and literary techniques and devices.<br />
You’ll also learn about the characteristics <strong>of</strong> a good<br />
story and explore how these elements play across<br />
formats such as television, fi lm, video games,<br />
and more.<br />
48 FULL SAIL UNIVERSITY<br />
CREATIVE WRITING | Bachelor <strong>of</strong> Fine Arts Degree Program 49
S MS<br />
CREATIVE<br />
WRITING<br />
STORYTELLING<br />
RESEARCH<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
CREATIVE<br />
WRITING<br />
STORYTELLING<br />
Research<br />
STORYTELLING<br />
RESEARCH<br />
RESEARCH<br />
MARKETING/PITCHING<br />
There’s no better way to develop the tools you need<br />
to craft a story or written concept than by learning<br />
from the work <strong>of</strong> the great storytellers <strong>of</strong> the past.<br />
MARKETING/PITCHING<br />
As a student in the Creative Writing degree<br />
program, you’ll research the techniques and<br />
conventions <strong>of</strong> writing for a variety <strong>of</strong> genres<br />
and channels, including children’s entertainment,<br />
comedy, tragedy, horror, mystery, suspense,<br />
science fi ction, and fantasy.<br />
BUSINESS<br />
You’ll also learn techniques to develop your<br />
THEORY<br />
observational skills and work toward becoming an<br />
effective interviewer, and then apply these abilities<br />
to your own creative works.<br />
guest<br />
SPEAKERS<br />
SKILL<br />
development<br />
entertainment<br />
INDUSTRYcareers<br />
NETWORKING<br />
artist<br />
EXECUTIVE<br />
PERSPECTIVE<br />
LEADERSHIP<br />
NEGOTIATING<br />
skills<br />
50 FULL SAIL UNIVERSITY<br />
CREATIVE WRITING | Bachelor Bachelor <strong>of</strong> Fine Arts Degree Program 51
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
CREATIVE<br />
WRITING<br />
Marketing/Pitching<br />
STORYTELLING<br />
RESEARCH<br />
Successful writers don’t fi nd work solely based<br />
on the merits <strong>of</strong> their work; being able to market<br />
yourself as a creative entity can be a huge factor<br />
in helping you share your talents with the world.<br />
In this program, you’ll study the various channels<br />
<strong>of</strong> publishing and distribution that exist in the<br />
industry today, such as e-books, audio books,<br />
digital readers, and other platforms that deliver<br />
content to audiences on a global scale. You’ll also<br />
learn about the process <strong>of</strong> joining unions, fi nding a<br />
good agent, and obtaining sound legal advice.<br />
MARKETING/PITCHING<br />
Throughout the program, you’ll also be working<br />
to assemble your own creative writing digital<br />
portfolio, comprised <strong>of</strong> your writing, artwork,<br />
and media including spec scripts, screenplays,<br />
animation concepts, game prospectuses,<br />
storyboards, blog links, and more. As you prepare<br />
to enter into the industry, you’ll be equipped with<br />
a self-promotional tool that can help assist you in<br />
fi nding work as a writer.<br />
CREATIVE<br />
WRITING<br />
STORYTELLING<br />
RESEARCH<br />
MARKETING/PITCHING<br />
CREATIVE WRITING | Bachelor <strong>of</strong> Fine Arts Degree Program<br />
FULL SAIL UNIVERSITY CREATIVE WRITING FULL SAIL UNIVERSITY<br />
| Bachelor <strong>of</strong> Fine Arts Degree Program<br />
CREATIVE<br />
WRITING<br />
STORYTELLING<br />
RESEARCH<br />
MARKETING/PITCHING<br />
52 53
54<br />
Overview<br />
As new distribution channels for media emerge in the<br />
entertainment industry, there is increasing demand<br />
for creative writers who can extend a compelling story<br />
across multiple platforms. <strong>Full</strong> <strong>Sail</strong> <strong>University</strong>’s Creative<br />
Writing for Entertainment Bachelor <strong>of</strong> Fine Arts degree<br />
program provides students the opportunity to not only<br />
perfect their story-writing abilities, but also allows them<br />
to understand and implement the transmedia approach<br />
that is necessary in today’s entertainment industry.<br />
Whether the fi nal delivery channel is a movie theater,<br />
television screen, computer monitor, game console,<br />
website, or mobile device, you’ll learn to develop<br />
compelling and well-crafted stories that will captivate<br />
consumers on multiple platforms.<br />
A growing collection <strong>of</strong> digital tools is available to<br />
today’s writers, and the Creative Writing bachelor’s<br />
degree program teaches the most effective way<br />
to utilize those tools. You’ll explore a multitude <strong>of</strong><br />
publishing and distribution methods along with the<br />
relevant legal and ethical issues. In addition, you’ll<br />
further develop leadership, project management,<br />
and research skills, sharpen your technical prowess,<br />
conduct and utilize industry research, and explore the<br />
marketing processes related to your creative works.<br />
Most importantly, you’ll write and workshop your<br />
writing in a variety <strong>of</strong> formats and genres, building a<br />
strong portfolio <strong>of</strong> original pieces.<br />
The degree program helps equip you with the<br />
knowledge and tools necessary to be a successful<br />
creative writing pr<strong>of</strong>essional in the fast-paced world <strong>of</strong><br />
the entertainment industry.<br />
To help you move toward your desired career, we’ve got<br />
a team <strong>of</strong> Career Development pr<strong>of</strong>essionals that will<br />
help you polish your interviewing skills and résumé.<br />
In addition, our Career Development services and<br />
advisors will be available for support and assistance<br />
throughout your career – not just during your education.<br />
Objective<br />
The objective <strong>of</strong> the Creative Writing for Entertainment<br />
Bachelor <strong>of</strong> Fine Arts online degree program is to<br />
provide students with a focused knowledge and<br />
clear understanding <strong>of</strong> visual storytelling, narrative<br />
structures, multimedia terms and genres, character<br />
creation and development, screenwriting and<br />
storyboarding, script analysis, criticism, and editing<br />
for a variety <strong>of</strong> niches and distribution methods in<br />
the entertainment media industry. The program<br />
is designed to equip students with editorial skills,<br />
enhance their ability to create compelling stories and<br />
writing elements, and enable them to pursue careers<br />
in creative writing.<br />
The Creative Writing for Entertainment Bachelor <strong>of</strong><br />
Fine Arts online degree program will also further<br />
strengthen students’ leadership, project management,<br />
and research skills necessary for the development and<br />
execution <strong>of</strong> creative writing projects. Completion <strong>of</strong> the<br />
program will enable graduates to take full advantage <strong>of</strong><br />
today’s high demand for creative writers and prepare<br />
them for pr<strong>of</strong>essional creative writing career in the fi eld<br />
<strong>of</strong> entertainment.<br />
CREATIVE WRITING<br />
OVERVIEW & OBJECTIVE<br />
FULL SAIL UNIVERSITY<br />
CREATIVE WRITING | Bachelor Bachelor <strong>of</strong> Fine Arts Degree Program<br />
FULL SAIL UNIVERSITY 55
Creative Writing for Entertainment<br />
Bachelor <strong>of</strong> Fine Arts Degree Program<br />
PROGRAM CORE<br />
Code Course Credit Hours<br />
ECW 3721 Children’s Entertainment 4.00<br />
ECW 1223 Creative Skills Development 4.00<br />
ECW 3111 Creative Writing Genre I: Comedy and Tragedy 4.00<br />
ECW 3211 Creative Writing Genre II: Horror, Mystery and Suspense 4.00<br />
ECW 3311 Creative Writing Genre III: Science Fiction and Fantasy 4.00<br />
ECW 4653 Creative Writing Portfolio Assembly I 4.00<br />
ECW 4953 Creative Writing Portfolio Assembly II 4.00<br />
ECW 1715 Creative Writing Research 4.00<br />
ECW 2841 Developing New Worlds: Environment and Historical Research 4.00<br />
DGL 101 Digital Literacy 4.00<br />
ECW 3520 Introduction to Game Writing 4.00<br />
ECW 2123 Literary Techniques and Story Development 4.00<br />
ECW 2743 Literature Criticism and Analytical Thinking 4.00<br />
ECW 3953 Publishing and Distribution 4.00<br />
ECW 4711 Revisions and Editing 4.00<br />
ECW 2955 Scriptwriting Techniques 4.00<br />
ECW 2351 Symbolic Communications and Cartography 4.00<br />
ECW 3831 The Creative Writing Industry 4.00<br />
ECW 3651 Transmedia Writing 4.00<br />
ECW 1410 Visual Thinking and Writing 4.00<br />
ECW 4101 Writing Workshop I: Film 4.00<br />
ECW 4220 Writing Workshop II: Television 4.00<br />
ECW 4320 Writing Workshop III: Storyboarding, Animation & Comics 4.00<br />
ECW 4420 Writing Workshop IV: Video Game & Interactive Formats 4.00<br />
Totals: 96.00<br />
Chronological Schedule by Months<br />
1 2 3 4 5 6 7 8<br />
DIGITAL<br />
LITERACY<br />
ENGLISH<br />
COMPOSITION I<br />
CREATIVE SKILLS<br />
DEVELOPMENT<br />
BEHAVIORAL<br />
SCIENCE<br />
VISUAL<br />
THINKING<br />
& WRITING<br />
ENGLISH<br />
COMPOSITION II<br />
CREATIVE WRITING<br />
RESEARCH<br />
9 10 11 12 13 14 15 16<br />
LITERARY<br />
TECHNIQUES &<br />
STORY DEVELOPMENT<br />
17 18 19 20 21 22 23 24<br />
SCRIPTWRITING<br />
TECHNIQUES<br />
ART<br />
HISTORY<br />
CREATIVE WRITING<br />
GENRE I: COMEDY &<br />
TRAGEDY<br />
COLLEGE<br />
MATHEMATICS<br />
CREATIVE<br />
WRITING GENRE II:<br />
HORROR, MYSTERY<br />
& SUSPENSE<br />
SYMBOLIC<br />
COMMUNICATIONS<br />
& CARTOGRAPHY<br />
CREATIVE<br />
WRITING GENRE III:<br />
SCIENCE FICTION<br />
& FANTASY<br />
HISTORICAL<br />
ARCHETYPES &<br />
MYTHOLOGY<br />
INTRODUCTION TO<br />
GAME WRITING<br />
FUNDAMENTALS OF<br />
PHYSICAL SCIENCE<br />
TRANSMEDIA<br />
WRITING<br />
LITERATURE<br />
CRITICISM &<br />
ANALYTICAL THINKING<br />
CHILDREN’S<br />
ENTERTAINMENT<br />
COMPUTER<br />
SCIENCE<br />
& INTERNET<br />
DEVELOPING<br />
NEW WORLDS:<br />
ENVIRONMENT &<br />
HISTORICAL RESEARCH<br />
THE CREATIVE<br />
WRITING INDUSTRY<br />
25 26 27 28 29 30 31 32<br />
PUBLISHING &<br />
DISTRIBUTION<br />
WRITING<br />
WORKSHOP I:<br />
FILM<br />
WRITING<br />
WORKSHOP II:<br />
TELEVISION<br />
WRITING<br />
WORKSHOP III:<br />
STORYBOARDING,<br />
ANIMATION & COMICS<br />
GENERAL EDUCATION<br />
Code Course Credit Hours<br />
ART 2007 Art History* † 4.00<br />
CLP 1006 Behavioral Science † 4.00<br />
MGF 1213 College Mathematics † 4.00<br />
CGS 1000 Computer Science and Internet* † 4.00<br />
ENC 1101 English Composition I* † 4.00<br />
ENC 1102 English Composition II* 4.00<br />
PSC 1030 Fundamentals <strong>of</strong> Physical Science 4.00<br />
GEN 251 Historical Archetypes & Mythology 4.00<br />
Totals: 32.00<br />
WRITING<br />
WORKSHOP IV:<br />
VIDEO GAME &<br />
INTERACTIVE FORMATS<br />
CREATIVE<br />
WRITING PORTFOLIO<br />
ASSEMBLY I<br />
TOTAL CREDIT HOURS: 128<br />
TOTAL WEEKS: 128<br />
* This specific course is <strong>of</strong>fered online. Please see course description for details.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
REVISIONS<br />
& EDITING<br />
CREATIVE<br />
WRITING PORTFOLIO<br />
ASSEMBLY II<br />
Course Descriptions<br />
Program Core<br />
ECW 3721<br />
Children’s Entertainment<br />
The Children’s Entertainment Course<br />
introduces students to writing for children’s<br />
content. The course provides an overview <strong>of</strong><br />
classic children literature and film and places<br />
it within the context <strong>of</strong> writing for television,<br />
film, web, games, and animation. Students<br />
also explore different avenues <strong>of</strong> children’s<br />
transmedia entertainment.<br />
Course Outline<br />
Classic Children’s Literature<br />
Children’s Television & Film<br />
Children’s Interactive Media<br />
Children’s Transmedia Entertainment<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ECW 1223<br />
Creative Skills<br />
Development<br />
The Creative Skills Development Course<br />
introduces students to the tools for developing a<br />
creative method. Through building brainstorming<br />
techniques, discovering methods for overcoming<br />
writer’s block, and drawing inspiration from the<br />
world around them, students learn how to spark<br />
and maintain their creative flow. In this course,<br />
students journal, learn organization techniques,<br />
and create a library <strong>of</strong> books and websites to use<br />
as a lifetime inspiration source.<br />
Course Outline<br />
Brainstorming<br />
Self-Motivation<br />
Journaling<br />
Organization Skills<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ECW 3111<br />
Creative Writing Genre I:<br />
Comedy and Tragedy<br />
Creative Writing Genre I: Comedy and<br />
Tragedy introduces students to two fundamental<br />
traditions in media and literature. Through the<br />
study <strong>of</strong> a variety <strong>of</strong> works from film, television,<br />
texts, and other media, students learn what<br />
moves an audience to laughter or tears and how<br />
character psychology and narrative structure<br />
lead to humorous or tragic stories. In this course,<br />
students conduct research, collaborate with<br />
other students, and work with instructors to write<br />
projects for comedy, drama, and romance.<br />
Course Outline<br />
History <strong>of</strong> Comedy and Tragedy<br />
Character Psychology in Comedy and<br />
Tragedy<br />
Modern Genres<br />
Narrative Structure <strong>of</strong> Comedy and Drama<br />
Writing Comedy, Drama, and Romance<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ECW 3211<br />
Creative Writing<br />
Genre II: Horror, Mystery,<br />
and Suspense<br />
The Creative Writing Genre II: Horror,<br />
Mystery, and Suspense Course introduces<br />
students to the conventions and techniques<br />
<strong>of</strong> horror, mystery, and suspense writing and<br />
to the relevance <strong>of</strong> these styles to all forms <strong>of</strong><br />
writing. Understanding what drives mysteries;<br />
the tension that defines suspense; and the fear <strong>of</strong><br />
death, failure, and the unknown that makes horror<br />
piquant is useful knowledge to every genre. This<br />
course presents the works <strong>of</strong> key creators <strong>of</strong><br />
these stories in media from the short story to the<br />
monster movie to survival-themed games.<br />
Course Outline<br />
Clues, Red Herrings, and Reveals<br />
Building Dramatic Tension<br />
Monster and Creative Character<br />
Development<br />
Classic Short Fiction<br />
Suspense On-Screen<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ECW 3311<br />
Creative Writing<br />
Genre III: Science Fiction<br />
and Fantasy<br />
The Creative Writing Genre III: Science<br />
Fiction and Fantasy Course introduces<br />
students to the specific appeal and techniques<br />
<strong>of</strong> science fiction and fantasy, including hard<br />
science fiction, space opera, epic fantasy,<br />
speculative fiction, alternative history, and<br />
more. Students in this course learn about<br />
the appeal <strong>of</strong> escapist fiction and how these<br />
speculative genres draw attention to human<br />
nature and the human condition, <strong>of</strong>ten in ways<br />
that are difficult to do in more realistic genres.<br />
The special affinity <strong>of</strong> games and comics for scifi<br />
and fantasy is also considered.<br />
Course Outline<br />
The Golden Age <strong>of</strong> Science Fiction<br />
and Fantasy<br />
From Myth to Tolkien<br />
New Worlds and Peoples, Old Problems<br />
Speculative Fiction On-Screen<br />
Sci-Fi Stories in “Sci-Fi” Media<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ECW 4653<br />
Creative Writing<br />
Portfolio Assembly I<br />
In the Creative Writing Portfolio Assembly<br />
I Course, students use various elements <strong>of</strong><br />
Adobe Acrobat Pr<strong>of</strong>essional s<strong>of</strong>tware to create<br />
a digital portfolio that consists <strong>of</strong> culminating<br />
components created throughout the degree<br />
program. Digital portfolios are a pr<strong>of</strong>essional,<br />
convenient, portable way to display and organize<br />
samples <strong>of</strong> students’ writing, artwork, and media<br />
and are utilized to monitor students’ pr<strong>of</strong>essional<br />
growth. The Portfolio Assembly I course also<br />
examines the value <strong>of</strong> web-based, self-marketing<br />
tools and places emphasis on establishing and<br />
maintaining a pr<strong>of</strong>essional social networking<br />
persona. Students become familiar with aesthetic<br />
design aspects as well as functionality in the<br />
digital domain.<br />
Course Outline<br />
Design<br />
Layout<br />
File Sharing Limitations<br />
Pr<strong>of</strong>essional Writing for the Internet<br />
Social Network Persona<br />
Multimedia Files<br />
ECW 4953<br />
Creative Writing<br />
Portfolio Assembly II<br />
The Creative Writing Portfolio Assembly II<br />
Course requires students to create a capstone<br />
digital portfolio project that showcases their<br />
individual journey through the Creative Writing<br />
for Entertainment Bachelor <strong>of</strong> Fine Arts Degree<br />
Program. This digital portfolio includes finished<br />
treatments, outlines, spec scripts, screenplays,<br />
animation concepts, game prospectuses,<br />
storyboards, supporting assignments, journal<br />
entries, blog links, and other materials created<br />
throughout their coursework. Students will be<br />
able to utilize their digital portfolio as a selfpromotion<br />
tool when they graduate and launch<br />
their creative writing careers, later replacing<br />
their student work with pr<strong>of</strong>essional samples as<br />
they gain experience in their field.<br />
Course Outline<br />
Culmination <strong>of</strong> Work<br />
Workshop I, II, III, IV Projects<br />
Self-Promotion Tool<br />
Living Digital Document<br />
Final Digital Portfolio Project<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ECW 1715<br />
Creative Writing Research<br />
The Creative Writing Research Course<br />
introduces students to the fundamentals <strong>of</strong><br />
research in order to equip them with the skills<br />
necessary for creating pr<strong>of</strong>essional, believable<br />
creative writing projects. In this course, students<br />
learn techniques for executing comprehensive<br />
information searches, developing their<br />
observational skills, and conducting effective<br />
interviews. Students then begin applying these<br />
skills to their own creative works.<br />
Course Outline<br />
Research Methods and Techniques<br />
Observational Skills<br />
Effective Interviewing<br />
Application to Creative Works<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
Total credit hours 4.00<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
Course length 4 weeks<br />
56 FULL SAIL UNIVERSITY<br />
CREATIVE WRITING FOR ENTERTAINMENT | Bachelor <strong>of</strong> Fine Arts Degree Program 57
Course Descriptions<br />
Program Core<br />
ECW 2841<br />
Developing New Worlds:<br />
Environment and<br />
Historical Research<br />
The Developing New Worlds: Environment<br />
and Historical Research Course builds upon<br />
the skills students learned in their Creative Writing<br />
Research course by exploring research specifically<br />
tailored for building the worlds <strong>of</strong> their stories.<br />
Students further hone their critical thinking skills<br />
as they apply this research to create the time<br />
period and environment <strong>of</strong> their writing, whether<br />
set in the past, present, or future, and whether<br />
historically accurate or anachronistic.<br />
Course Outline<br />
Historical Accuracy<br />
Historical Fictionalization<br />
Environmental Immersion<br />
World Creation<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DGL 101<br />
Digital Literacy<br />
The Digital Literacy Course utilizes a<br />
collaborative learning environment to introduce<br />
s<strong>of</strong>tware programs and web tools that will prepare<br />
students with digital skills for online learning. In<br />
addition, students will also learn the pr<strong>of</strong>essional<br />
demands <strong>of</strong> their chosen fields and create plans<br />
that will help guide them to successful completion<br />
<strong>of</strong> their Program. Students will use various tools to<br />
complete their roadmap projects, conduct Internet<br />
research, collaborate with other students, and<br />
communicate with instructors.<br />
Course Outline<br />
Mac OS and the FSO Learning Platform<br />
Connecting Your Passion to Your<br />
Chosen Industry<br />
Planning for Your Goals and Collaborating<br />
with Peers<br />
Internet Tools for Research and Learning<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ECW 3520<br />
Introduction to<br />
Game Writing<br />
The Introduction to Game Writing Course<br />
introduces students to special demands and<br />
concerns involved in writing for games and the<br />
techniques used to address these needs. Game<br />
writing is the foundation for and paragon <strong>of</strong><br />
interactive writing and usually takes place in a<br />
highly collaborative environment. Students in this<br />
course practice the techniques <strong>of</strong> game writing<br />
and the collaborative skills needed to succeed in<br />
this environment.<br />
Course Outline<br />
Game Outline/“Bibling”<br />
Scripted “Cut” Scenes<br />
Descriptive “Flavor” Text<br />
Branching Dialogue<br />
Collaborative Composition<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ECW 2123<br />
Literary Techniques<br />
and Story Development<br />
The Literary Techniques and Story<br />
Development Course provides a broad<br />
spectrum and intensive study <strong>of</strong> authorial<br />
choices and literary techniques that bring<br />
meaning and direction to stories. By employing<br />
literary devices, authors play upon their readers’<br />
conscious and unconscious experiences<br />
and archetypes, which in turn shapes the<br />
interpretation by and impact on the audience.<br />
Course Outline<br />
Mobile Media Storytelling<br />
Game Storylines<br />
Film Scripts<br />
Web Series<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ECW 2743<br />
Literature Criticism and<br />
Analytical Thinking<br />
The Literature Criticism and Analytical<br />
Thinking Course is designed to deepen<br />
students’ understanding and appreciation <strong>of</strong><br />
classical and contemporary literature. Through<br />
interpretation and discussion <strong>of</strong> a variety <strong>of</strong><br />
writings, students sharpen their analytical<br />
skills, which enables them to craft their own<br />
literary masterpieces.<br />
Course Outline<br />
Canonical Literature<br />
Contemporary Literature<br />
Literary Theory and Practice<br />
Transmedia Writing<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ECW 3953<br />
Publishing and<br />
Distribution<br />
The Publishing and Distribution Course<br />
provides an overview <strong>of</strong> the publishing industry<br />
from its inception on stone tablets to mobile<br />
media storytelling platforms. E-books, audio<br />
books, digital readers, and wireless access to<br />
content have changed the publishing landscape<br />
forever. In this course, students explore the<br />
processes used to distribute entertainment<br />
narratives on a global scale.<br />
Course Outline<br />
History <strong>of</strong> Publishing<br />
Digital Publishing<br />
Future <strong>of</strong> Publishing<br />
Distribution Methods<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ECW 4711<br />
Revisions and Editing<br />
The Revisions and Editing Course explores<br />
the process <strong>of</strong> rewriting and correcting<br />
selected works to assure that they are error<br />
free and ready for submission to the final digital<br />
portfolio presentation project. Students learn<br />
to troubleshoot and develop personal strategies<br />
for identifying and correcting problems in their<br />
writing. The ability to critique work objectively<br />
enables writers to correct structural, thematic,<br />
and formatting issues before submitting their<br />
final drafts.<br />
Course Outline<br />
Overcoming Writer’s Block<br />
Objectivity and Analysis<br />
Editing and Formatting Practices<br />
Spotting Dialogue and Character<br />
Development Issues<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ECW 2955<br />
Scriptwriting Techniques<br />
The Scriptwriting Techniques Course<br />
introduces students to basic scriptwriting<br />
formatting for television and film. Students in<br />
this course become pr<strong>of</strong>icient in Final Draft, the<br />
industry-standard s<strong>of</strong>tware for screen and film<br />
writing, while also exploring the basic elements<br />
<strong>of</strong> plot, character, dialogue, and structure.<br />
Course Outline<br />
Final Draft S<strong>of</strong>tware<br />
Outlining<br />
Structure<br />
Character Building<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ECW 2351<br />
Symbolic<br />
Communications<br />
and Cartography<br />
Students in the Symbolic Communications<br />
and Cartography Course explore covert<br />
societies and the sets <strong>of</strong> tools through which<br />
they communicate. Whereas everyday language<br />
and symbols are meant to be clear and precise,<br />
communication in some societies is designed<br />
to be misleading and/or nearly impossible to<br />
understand by the masses in order to keep their<br />
rites and practices concealed. In this course,<br />
students explore maps and their effective uses<br />
in literature and puzzles, and codes in relation to<br />
their effective use in storytelling.<br />
Course Outline<br />
58 FULL SAIL UNIVERSITY<br />
* This course is only <strong>of</strong>fered online. It is conducted over the <strong>Full</strong> <strong>Sail</strong> Online Learning Environment – a web-based platform<br />
which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the<br />
Internet. Completion <strong>of</strong> the course is based on participation and successful completion <strong>of</strong> assignments.<br />
CREATIVE WRITING FOR ENTERTAINMENT | Bachelor <strong>of</strong> Fine Arts Degree Program 59<br />
Ancient Civilizations<br />
Puzzles and Codes<br />
Religious Symbols<br />
Secret Societies<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ECW 3831<br />
The Creative<br />
Writing Industry<br />
The Creative Writing Industry Course<br />
provides insight into the business <strong>of</strong> creative<br />
writing. Producing high-quality writing is only the<br />
first step in becoming a literary success. In order<br />
to capitalize on their artistic efforts, students<br />
must become savvy in the process <strong>of</strong> joining<br />
unions, discerning good agents, and obtaining<br />
sound legal advice with regard to the myriad <strong>of</strong><br />
legal aspects involved in selling their work and<br />
the rights to it.<br />
Course Outline<br />
Legal Issues in Publication<br />
Copyrights<br />
Unions<br />
Networking<br />
Marketing<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ECW 3651<br />
Transmedia Writing<br />
The Transmedia Writing Course examines<br />
the full range <strong>of</strong> media landscape and charts the<br />
progress <strong>of</strong> a story across multiple platforms.<br />
Television shows are <strong>of</strong>ten no longer an isolated<br />
experience, and the storyline frequently<br />
continues after the credits roll each week. Driven<br />
by the audience’s appetite for more, this crossplatform<br />
approach provides a strategic marketing<br />
plan and solid entertainment.<br />
Course Outline<br />
Online Tie-Ins<br />
Social Networking<br />
Streaming Scenes<br />
Mobile Devices & Emerging Platforms<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ECW 1410<br />
Visual Thinking<br />
and Writing<br />
The Visual Thinking and Writing Course<br />
introduces students to the creative structure <strong>of</strong> the<br />
visual medium. Students learn the building blocks<br />
<strong>of</strong> visual storytelling, such as how to communicate<br />
moods, emotions, ideas, sounds, and scenery<br />
through props. In this course, students learn how<br />
to translate the four-dimensional world into clear<br />
and evocative writing.<br />
Course Outline<br />
Visual Building Blocks<br />
Storytelling Techniques<br />
Visual Translation<br />
Communicating Emotions<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ECW 4101<br />
Writing Workshop I: Film<br />
The Writing Workshop I: Film Course is<br />
a workshop opportunity for students to apply<br />
principles from previous courses to demonstrate<br />
pr<strong>of</strong>iciency with the creative process used by<br />
screenwriters. Students are required to develop<br />
a premise, page breakdown, and outline, and<br />
to think visually to create a film script that<br />
incorporates plot, narrative structure, and<br />
character development. Projects are written<br />
and revised in a collaborative workshop<br />
atmosphere working with feedback from peers<br />
and instructors.<br />
Course Outline<br />
Format<br />
Structure<br />
Dialogue<br />
Story<br />
Collaboration<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ECW 4220<br />
Writing<br />
Workshop II: Television<br />
The Writing Workshop II: Television<br />
Course is a workshop opportunity for students<br />
to apply principles from previous courses to<br />
demonstrate pr<strong>of</strong>iciency with the creative<br />
process used by television writers. Students<br />
are required to think visually and develop a<br />
television series. Students develop a premise,<br />
write a spec script, and master teasers, tags,<br />
and act outs. Thinking visually, they create a film<br />
script that incorporates plot, narrative structure,<br />
and character development particular to the<br />
various television genre needs. Projects are<br />
written and revised in a collaborative workshop<br />
atmosphere working with feedback from peers<br />
and instructors.<br />
Course Outline<br />
Comedy<br />
Drama<br />
Documentary-Style TV<br />
Reality<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ECW 4320<br />
Writing Workshop III:<br />
Storyboarding, Animation<br />
& Comics<br />
In the Writing Workshop III: Storyboarding,<br />
Animation, and Comics Course, students<br />
are introduced to powerful storyboarding and<br />
scriptwriting s<strong>of</strong>tware that will prepare them<br />
to think visually and help them understand the<br />
creative writing process <strong>of</strong> animation and comics.<br />
Students learn the history <strong>of</strong> these genres, as well<br />
as the history <strong>of</strong> narrative structure and character<br />
development. By completing scripting projects for<br />
animation and comics, students gain practice in<br />
the premise creation, page breakdown, outlining,<br />
and storyboarding steps <strong>of</strong> the creative writing<br />
process. Projects are written and revised in a<br />
collaborative workshop atmosphere working with<br />
feedback from peers and instructors.<br />
Course Outline<br />
History <strong>of</strong> Animation and Comics<br />
Character Development<br />
Narrative Structure & Planning<br />
Storyboarding<br />
Scriptwriting<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ECW 4420<br />
Writing Workshop IV:<br />
Video Game &<br />
Interactive Formats<br />
The Writing Workshop IV: Video Game &<br />
Interactive Formats Course explores the<br />
storytelling process as it relates to games and<br />
other interactive media. The unique challenges<br />
associated with development <strong>of</strong> interactive<br />
content are explored in the context <strong>of</strong> students’<br />
work. Students engage in the creative writing<br />
process and create a prospectus for an original<br />
interactive product based on their writing.<br />
Projects are written and revised in a collaborative<br />
workshop atmosphere working with feedback<br />
from peers and instructors.<br />
Course Outline<br />
Games & Interactive Play<br />
Plot / Narrative Outline<br />
Descriptive / Flavor Text<br />
Demographics<br />
Marketing<br />
Total credit hours 4.00<br />
Course length 4 weeks
Course Descriptions<br />
General Education<br />
ART 2006<br />
Art History* †<br />
The Art History Course introduces students<br />
to selected, impactful monuments <strong>of</strong> art and<br />
architecture in the Western tradition from the<br />
prehistoric to post-modernism era studied in<br />
relation to the intellectual background <strong>of</strong> the ages<br />
and civilizations that produced them. Lectures<br />
accompanied by various visual mediums inspire<br />
discussions <strong>of</strong> assigned readings in philosophical,<br />
religious, scientific, political, literary, artistic, and<br />
cultural contexts.<br />
Course Outline<br />
Ancient Art<br />
Medieval and Renaissance Art<br />
Modern Art<br />
Post-modern Art<br />
Audience Awareness<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CLP 1006<br />
Behavioral Science †<br />
The Behavioral Science Course introduces<br />
students to the psychology <strong>of</strong> self-evaluation,<br />
self-motivation, self-awareness, and selffocus.<br />
This course provides an overview on<br />
current and historical theory as it pertains to<br />
the above-mentioned areas. Students are also<br />
introduced to techniques <strong>of</strong> time management,<br />
organizational skills, active listening, and<br />
producing effective presentations.<br />
Course Outline<br />
Self-Awareness<br />
Self-Regulation<br />
Motivation<br />
Empathy<br />
Social Skills<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
MGF 1213<br />
College Mathematics †<br />
The College Mathematics Course is<br />
designed to enable students to build skills<br />
and confidence in algebra that are required to<br />
succeed in future math and core courses. Firsttime<br />
algebra students or those needing a review<br />
will begin with basic concepts and build upon<br />
these ideas by completing work that uses algebra<br />
in practical situations.<br />
Course Outline<br />
Review <strong>of</strong> Basic Arithmetic<br />
Operations with the Real Number System<br />
Measurement and Number Systems<br />
Exponents & Radical Expressions<br />
Linear Equations & Inequalities<br />
Graphing<br />
Proportions, Formulas, and Word Problems<br />
Introductory Statistics and Probability<br />
Business Applications and<br />
Mathematical Models<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGS 1000<br />
Computer Science<br />
and Internet* †<br />
The Computer Science and Internet Course<br />
introduces students to the basics <strong>of</strong> computer<br />
operating systems and s<strong>of</strong>tware, web 2.0 tools,<br />
and multimedia applications as they relate to<br />
everyday experiences <strong>of</strong> the computer user.<br />
Students initiate online collaboration as well as<br />
utilize the tools to successfully navigate common<br />
issues associated with online collaboration.<br />
Additionally, students evaluate and demonstrate<br />
knowledge <strong>of</strong> specific s<strong>of</strong>tware applications and<br />
technologies used in today’s society.<br />
Course Outline<br />
Multimedia Presentations<br />
Operating Systems and Technologies<br />
Web 2.0 Tools<br />
Student Audio/Video Projects<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENC 1101<br />
English Composition I* †<br />
The English Composition I Course is<br />
designed to introduce students to the writing<br />
process. Special attention is given to selecting<br />
and refining topics, identifying the audience,<br />
developing a purpose, and formulating thesis<br />
statements. Grammatical conventions and their<br />
applications are heavily stressed. Students in<br />
this course learn to compose mature, logical<br />
sentences, and paragraphs in order to create<br />
rhetorical cohesion.<br />
Course Outline<br />
Invention and Drafting<br />
Revising and Editing<br />
Grammar<br />
Essay Structure<br />
Audience Awareness<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENC 1102<br />
English Composition II*<br />
The English Composition II Course is<br />
designed to build upon the competencies<br />
acquired in English Composition I and to further<br />
refine students’ writing process. Students<br />
develop pr<strong>of</strong>iciency in academic writing,<br />
information literacy, and critical thinking abilities.<br />
Through the study <strong>of</strong> argument, persuasive<br />
appeals, and learning to identify and avoid logical<br />
fallacies, students learn to produce sophisticated<br />
arguments <strong>of</strong> their own.<br />
Course Outline<br />
Critical Analysis<br />
Argument Information<br />
Literacy Research<br />
Methods <strong>of</strong> Documentation <strong>of</strong> Sources<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
PSC 1030<br />
Fundamentals <strong>of</strong><br />
Physical Science<br />
The Fundamentals <strong>of</strong> Physical Science<br />
Course teaches students how to understand the<br />
world through fundamental physical concepts<br />
such as: force and motion, energy and mechanics,<br />
electricity and magnetism, properties <strong>of</strong> solids<br />
and fluids, transmission <strong>of</strong> sound, and behavior<br />
<strong>of</strong> light. Emphasis is placed on how problems<br />
describing nature are approached in terms <strong>of</strong><br />
physical theories and mathematical formula.<br />
Course Outline<br />
Force and Motion<br />
Energy and Mechanics<br />
Electricity and Magnetism<br />
Solids and Fluids<br />
Transmission <strong>of</strong> Sound<br />
Behavior <strong>of</strong> Light<br />
Physical Theories and Mathematical<br />
Formulas<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GEN 251<br />
Historical Archetypes<br />
& Mythology<br />
The Historical Archetypes and<br />
Mythology Course introduces students to<br />
the connections between history, mythology,<br />
and iconic archetypes, and the influence<br />
these relationships have had on classical and<br />
contemporary cultures <strong>of</strong> the world. Color<br />
symbolism is also explored in order to better<br />
appreciate folklores, heroes, and monsters<br />
<strong>of</strong> various cultures. In addition to composing<br />
original myths and stories, students complete<br />
a personal assessment that identifies<br />
characteristics <strong>of</strong> their individual archetypes<br />
and use this knowledge to identify, understand,<br />
and relate to mythological characters and<br />
characters <strong>of</strong> their own creation. The course<br />
also enhances students’ ability to analyze and<br />
evaluate information.<br />
Course Outline<br />
Introduction to Archetypes, Culture<br />
and Myths<br />
Archetypes Influence on Culture<br />
Contemporary Western Myths<br />
and Archetypes<br />
Cultural Archetypes <strong>of</strong> Asia, Europe,<br />
and Latin America<br />
Cross Cultural Comparisons <strong>of</strong> World<br />
Archetypes and Myths to Western Culture<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
* This course is only <strong>of</strong>fered online. It is conducted over the <strong>Full</strong> <strong>Sail</strong> Online Learning Environment – a web-based platform<br />
which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the<br />
Internet. Completion <strong>of</strong> the course is based on participation and successful completion <strong>of</strong> assignments.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
60 FULL SAIL UNIVERSITY<br />
CREATIVE WRITING FOR ENTERTAINMENT | Bachelor <strong>of</strong> Fine Arts Degree Program 61
Digital<br />
Arts<br />
&<br />
Design<br />
Bachelor <strong>of</strong> Science Degree Program<br />
With the advance <strong>of</strong> technology, creative possibilities<br />
have become limitless; art is no longer bound by<br />
medium or space. Digital art and design has leapt<br />
<strong>of</strong>f the printed page and developments in technology<br />
are constantly changing the way people communicate<br />
and relate to art, presenting designers with new<br />
skills to master.<br />
Though the tools <strong>of</strong> art and design have evolved with<br />
technology, one thing remains intact – a designer’s<br />
passion to create. So whether it’s motion graphics<br />
for a TV show or commercial, a storyboard for<br />
a magazine, a corporate re-branding, a website,<br />
a marketing campaign, or any <strong>of</strong> hundreds <strong>of</strong> other<br />
design projects, the design process requires the<br />
ability to merge technical and aesthetic elements and<br />
create something new and exciting. By emphasizing<br />
both <strong>of</strong> these areas, the Digital Arts & Design program<br />
at <strong>Full</strong> <strong>Sail</strong> will prepare you to be at the forefront<br />
<strong>of</strong> this evolving industry.<br />
Graduates <strong>of</strong> this degree may apply to continue<br />
their education with the:<br />
Game Design<br />
Master <strong>of</strong> Science Degree Program<br />
Media Design<br />
Master <strong>of</strong> Fine Arts Degree Program<br />
CAMPUS<br />
PROGRAM<br />
ONLINE<br />
PROGRAM<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
Print & 2D<br />
Motion Graphics<br />
Interactive Design<br />
Portfolio Development<br />
62 FULL SAIL UNIVERSITY<br />
* IF YOU’RE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR ADMISSIONS<br />
DEPARTMENT TO EXPLORE YOUR OPTIONS.<br />
DIGITAL ARTS & DESIGN | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 63
TAL<br />
s<br />
ING<br />
LIO<br />
N<br />
TS DESIGN<br />
HICS<br />
DESIGN<br />
ECT<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
multimedia<br />
DIGITAL ARTS DESIGN<br />
PRINT & 2-D<br />
product<br />
DESIGN<br />
Print & 2D<br />
MOTION GRAPHICS<br />
PRINT & 2-D<br />
Printed images and design are a fundamental part<br />
<strong>of</strong> the world around us. Walk into any restaurant,<br />
clothing store, trade show, music event, theater,<br />
airport, or even a subway station, and you’ll see that<br />
design fi lls almost any space in the world. At <strong>Full</strong> <strong>Sail</strong>,<br />
you’ll take an in-depth look at this major component<br />
<strong>of</strong> the design industry, made up <strong>of</strong> marketing collateral,<br />
publishing, environmental design, product design,<br />
and much more.<br />
ARTIST<br />
MOTION GRAPHICS<br />
INTERACTIVE DESIGN<br />
ENVIRONMENTAL<br />
PUBLISHING marketing p<br />
COLLATERAL<br />
DESIGN<br />
THATmoves<br />
art<br />
films<br />
music<br />
VIDEOS<br />
DIGITAL ARTS DESIGN<br />
PRINT & 2-D<br />
INTERACTIVE DESIGN<br />
& FINAL PROJECT<br />
websites<br />
ADVERTISING marketing<br />
digital<br />
ENVIRONMENTAL INNOVATIVE<br />
& FINAL PROJECT PUBLISHING marketing communication MOTION product GRAPHICS<br />
COLLATERAL<br />
DESIGN<br />
PORTFOLIO<br />
FUNCTION<br />
CREATION<br />
ENVIRONMENTAL<br />
PUBLISHING marketing product<br />
DESIGN<br />
THATmoves<br />
art<br />
INTERACTIVE DESIGN FUNCTION<br />
& FINAL PROJECT<br />
IMAGERY<br />
color<br />
As you explore the world <strong>of</strong> print and 2D design,<br />
you’ll gain a stronger appreciation for the products<br />
people use every day, because they all come from<br />
the creative spark <strong>of</strong> a designer. And throughout<br />
the Digital Arts & Design program, you’ll build<br />
a dynamic and varied portfolio that represents<br />
your accomplishments in the world <strong>of</strong> design.<br />
COLLATERAL<br />
DESIGN<br />
THATmoves<br />
films<br />
music<br />
VIDEOS<br />
INNOVATIVE<br />
communication<br />
art FUNCTION<br />
films<br />
music<br />
VIDEOS<br />
INNOVATIVE<br />
websites<br />
ADVERTISING<br />
digital<br />
communication<br />
PORTFOLIO<br />
CREATION<br />
websites<br />
ADVERTISING<br />
digital<br />
PORTFOLIO<br />
CREATION<br />
multimedia<br />
ARTIST<br />
COLLATERAL<br />
DESIGN<br />
THATmoves<br />
art<br />
FUNCTION<br />
COMPUTER ANIMATION | Bachelor’s Program<br />
DIGITAL ARTS & DESIGN FULL SAIL UNIVERSITY<br />
COMPUTER | ANIMATION Bachelor <strong>of</strong> Science | Bachelor’s Degree Program<br />
DIGITAL ARTS & DESIGN 64 FULL SAIL UNIVERSITY<br />
| Bachelor <strong>of</strong> Science Degree Program 65<br />
DESIGN<br />
multimedia<br />
ARTIST<br />
IMAGERY<br />
color<br />
IM<br />
A
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
PRINT & 2-D<br />
Motion Graphics<br />
Today, the printed page has come alive, and motion<br />
graphics are fast becoming the way digital artists<br />
MOTION GRAPHICS<br />
and designers communicate with an audience. Films,<br />
music videos, websites, advertising, corporate<br />
meetings, and live events all utilize the capabilities<br />
<strong>of</strong> motion graphics.<br />
During the program, you’ll learn how to render these<br />
same digital elements and pair them with sound<br />
to create design that moves. Our curriculum tasks you<br />
INTERACTIVE DESIGN<br />
with creating complex motion graphics, helping you<br />
learn to create projects on par with industry standards.<br />
& FINAL PROJECT<br />
ENVIRONMENTAL<br />
PUBLISHING marketing product<br />
COLLATERAL<br />
DESIGN<br />
THATmoves<br />
art<br />
FUNCTION<br />
films<br />
music<br />
VIDEOS<br />
INNOVATIVE<br />
communication<br />
DESIGN<br />
websites<br />
ADVERTISING<br />
digital<br />
ENVIRONMENTAL<br />
PUBLISHING product<br />
films<br />
music<br />
VIDEOS<br />
DIGITAL ARTS DESIGN<br />
PRINT & 2-D<br />
MOTION GRAPHICS<br />
INTERACTIVE DESIGN<br />
& FINAL PROJECT<br />
websites<br />
ADVERTISING<br />
COLLATERAL<br />
DESIGN<br />
PORTFOLIO<br />
CREATION<br />
digital<br />
multimedia<br />
66 FULL INNOVATIVE SAIL UNIVERSITY<br />
DIGITAL ARTS & DESIGN | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 67<br />
DESIGN<br />
ENVIRONMENTAL<br />
PUBLISHING marketing p<br />
THATmoves<br />
art<br />
FUNCTION<br />
films<br />
music<br />
INNOVATIVE<br />
VIDEOS<br />
communication<br />
multimedia<br />
ARTIST<br />
websites<br />
ADVERTISING<br />
IMAGERY<br />
color<br />
digital<br />
PORTFOLIO<br />
CREATION<br />
A
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
MOTION GRAPHICS<br />
DESIGN<br />
THATmoves<br />
art<br />
INTERACTIVE DESIGN<br />
& FINAL PROJECT<br />
FUNCTION<br />
films<br />
music<br />
VIDEOS<br />
DIGITAL ARTS DESIGN<br />
PRINT & 2-D<br />
INNOVATIVE<br />
communication<br />
MOTION GRAPHICS<br />
INTERACTIVE DESIGN<br />
& FINAL PROJECT<br />
Interactive Design<br />
DESIGN<br />
THATmoves<br />
art<br />
FUNCTIONCREATION<br />
Interactive media, a relatively new area <strong>of</strong> design,<br />
has evolved into one <strong>of</strong> the most innovative and<br />
thought-provoking vehicles for communication.<br />
The Internet has changed the way people<br />
art<br />
gather<br />
and disperse information, advertise, and entertain;<br />
<strong>Full</strong> <strong>Sail</strong>’s Digital Arts & Design program teaches<br />
the technical skills required to benefi t from this<br />
important advancement in design.<br />
In our state-<strong>of</strong>-the-art computer labs and virtual set,<br />
you’ll wrap your mind around this marriage <strong>of</strong> art and<br />
function as you learn to create websites, interactive<br />
presentations, and other design projects that<br />
challenge the capabilities <strong>of</strong> today’s technology.<br />
websites<br />
ADVERTISING<br />
digital<br />
PORTFOLIO<br />
films<br />
INTERACTIVE music DESIGN<br />
& FINAL PROJECT<br />
INNOVATIVE<br />
68 FULL SAIL UNIVERSITY<br />
DIGITAL ARTS & DESIGN | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 69<br />
VIDEOS<br />
multimedia<br />
communication ARTIST<br />
websites<br />
ADVERTISING INNOVATIVE<br />
communication<br />
Portfolio Development<br />
digital<br />
The key to starting your career lies in your portfolio.<br />
Employers want to see what you can do, and your<br />
portfolio is a chance PORTFOLIO<br />
to showcase your best work.<br />
By the time you’ve reached the end <strong>of</strong> the Digital Arts<br />
& Design program, CREATION<br />
you’ll have assembled a wide<br />
range <strong>of</strong> art and design projects from which you can<br />
gather your best work.<br />
marketing<br />
COLLATERAL<br />
PUBLISHING<br />
Your instructors will ENVIRONMENTAL<br />
work with you to pull that work<br />
together into a comprehensive digital portfolio that<br />
will give you the best chance to enter the design<br />
fi eld <strong>of</strong> your choice. Whether you want to work as<br />
a graphic artist at an elite ad agency or a package<br />
designer at a smaller studio, a broadcast designer<br />
at a local television station or a freelance multimedia<br />
artist, it’s your talent, your work, and the quality <strong>of</strong><br />
its presentation that will help get you in the door.<br />
DESIGN<br />
THATmoves<br />
FUNCTION<br />
films<br />
music<br />
VIDEOS<br />
INNOVATIVE<br />
communication<br />
art<br />
FUNCTION<br />
websites<br />
ADVERTISING<br />
digital PORTFOLIO<br />
CREATION<br />
VIDEOS
70<br />
Overview<br />
<strong>Full</strong> <strong>Sail</strong>’s Digital Arts & Design Bachelor <strong>of</strong> Science<br />
Degree Program is specifi cally designed to pair<br />
art and technology, inspiring both sides <strong>of</strong> your<br />
brain, to help bring your ideas to life. Throughout<br />
the curriculum, you’ll explore the entire design<br />
process from concept to creation, presentation to<br />
implementation. In our studios and labs, you’ll learn<br />
the ins and outs <strong>of</strong> the current hardware and s<strong>of</strong>tware<br />
used by pr<strong>of</strong>essionals in the design world.<br />
As you master these concepts, you’ll be challenged<br />
to think about design in a new way – fi rst understanding<br />
the intended audience for a project, then using that<br />
knowledge to direct the design <strong>of</strong> your message.<br />
You’ll do that across a wide spectrum <strong>of</strong> design<br />
projects including 2D and 3D art, motion graphics,<br />
video game content, digital publishing, typography<br />
and page layout, digital video, web design, and more.<br />
Learning the essential art and technology elements<br />
<strong>of</strong> this fi eld is just one part <strong>of</strong> the Digital Arts &<br />
Design program. You’ll also have courses focusing<br />
on computer business applications, personal fi nance<br />
management, communication skills, and how to<br />
prepare yourself for that fi rst step into the design<br />
industry. To help you make that transition, we’ve also<br />
got a team <strong>of</strong> Career Development pr<strong>of</strong>essionals that<br />
can help you polish your interviewing skills and résumé<br />
and get you ready to enter the industry. In addition,<br />
our Career Development services and advisors will be<br />
available for support and assistance throughout your<br />
career – not just during your education.<br />
Objective<br />
Our goal is to provide you with the focused<br />
knowledge and understanding <strong>of</strong> digital production<br />
needed to qualify for entry-level, industry positions<br />
as graphic designers, interactive media designers,<br />
web designers, digital image processors, digital<br />
media authors, digital video effects operators,<br />
game artists, and various other positions in digital<br />
media production. Additional skills you acquire<br />
in digital video production and sound design will<br />
broaden your opportunities for a variety <strong>of</strong> positions<br />
in the industry.<br />
In addition to technical pr<strong>of</strong>i ciency and creative<br />
development, your education will help you develop<br />
critical thinking, problem solving, and analytical skills<br />
that contribute to life learning, providing you with tools<br />
to help sustain a long and productive pr<strong>of</strong>essional<br />
career in the entertainment and media industry.<br />
DIGITAL ARTS & DESIGN<br />
OVERVIEW & OBJECTIVE<br />
FULL SAIL UNIVERSITY<br />
DIGITAL ARTS & DESIGN | Bachelor Bachelor <strong>of</strong> Science Science Degree Program<br />
FULL SAIL UNIVERSITY 71
Digital Arts & Design<br />
Bachelor <strong>of</strong> Science Degree Program<br />
PROGRAM CORE<br />
Code Course Credit Hours<br />
DGT 331 3D Animation 3.00<br />
DGT 311 3D Arts 3.00<br />
DGT 431 3D Project 3.00<br />
DGT 241 Advanced Computer Graphics 4.00<br />
DGT 441 Advanced Motion Graphics 4.00<br />
GRD 273 Client Relations 3.00<br />
GRD 124 Color Theory 3.00<br />
GRD 254 Corporate Branding 3.00<br />
GRD 167 Critique Structures 4.00<br />
ART 1201 Design and Art Theory † 4.00<br />
DGT 112 Designing Computer Graphics 4.00<br />
DGT 345 Digital Audio Design 4.00<br />
GRD 162 Digital Photography 4.00<br />
GRD 244 Digital Publishing 4.00<br />
DGT 117 Digital Storytelling 3.00<br />
DGT 361 Digital Studio 4.00<br />
DGT 252 Digital Video 4.00<br />
DGT 463 Digital Video Project 4.00<br />
DGT 262 Editing Digital Video 4.00<br />
DGT 275 Flash Media 4.00<br />
DGT 273 Graphic Web Design 4.00<br />
PLA 2412 Intellectual Property and Law † 3.00<br />
DGT 272 Interactive Media Design and Usability 3.00<br />
DGT 341 Motion Graphics 4.00<br />
Chronological Schedule by Months<br />
1 2 3 4 5 6 7<br />
ART HISTORY DESIGN & ART THEORY<br />
DESIGNING COMPUTER<br />
GRAPHICS<br />
ENGLISH COMPOSITION I DIGITAL STORYTELLING COLLEGE MATHEMATICS<br />
ADVANCED COMPUTER<br />
GRAPHICS<br />
GEOMETRY &<br />
MEASUREMENT<br />
DIGITAL AUDIO DESIGN DIGITAL PUBLISHING CRITIQUE STRUCTURES<br />
TYPOGRAPHY &<br />
PAGE LAYOUT<br />
COLOR THEORY<br />
INTELLECTUAL<br />
PROPERTY & LAW<br />
8 9 10 11 12 13 14<br />
MOTION GRAPHICS DIGITAL VIDEO EDITING DIGITAL VIDEO<br />
ADVANCED MOTION<br />
GRAPHICS<br />
MOTION GRAPHICS<br />
PROJECT<br />
3D ARTS 3D ANIMATION 3D PROJECT STUDIO MAINTENANCE CLIENT RELATIONS<br />
DIGITAL VIDEO PROJECT DIGITAL PHOTOGRAPHY<br />
HISTORY OF VISUAL<br />
COMMUNICATIONS<br />
CORPORATE BRANDING<br />
15 16 17 18 19 20 21<br />
DIGITAL STUDIO<br />
INTERACTIVE MEDIA<br />
DESIGN & USABILITY<br />
GRAPHIC WEB DESIGN<br />
FLASH MEDIA<br />
DEVELOPMENTAL<br />
PSYCHOLOGY<br />
PORTFOLIO<br />
CREATION<br />
MEDIA & SOCIETY<br />
DGT 461 Motion Graphics Project 4.00<br />
DGT 493 Personal Identity Project I 4.00<br />
DGT 494 Personal Identity Project II 4.00<br />
DGT 482 Portfolio Creation 4.00<br />
DGT 351 Production Management 4.00<br />
DGT 321 Studio Maintenance 3.00<br />
DGT 232 Typography and Page Layout 3.00<br />
Totals: 113.00<br />
GENERAL EDUCATION<br />
Code Course Credit Hours<br />
ART 2006 Art History 4.00<br />
MGF 1213 College Mathematics † 4.00<br />
DEP 2004 Developmental Psychology 4.00<br />
ENC 1101 English Composition I* † 4.00<br />
MTG 1205 Geometry and Measurement † 4.00<br />
VIC 2003 History <strong>of</strong> Visual Communications † 4.00<br />
MMC 2000 Media and Society* † 4.00<br />
COM 2041 Psychology <strong>of</strong> Human Interaction † 4.00<br />
Totals: 32.00<br />
PRODUCTION<br />
MANAGEMENT PERSONAL<br />
PSYCHOLOGY OF HUMAN<br />
INTERACTION<br />
TOTAL CREDIT HOURS: 145<br />
TOTAL WEEKS: 84<br />
* These specific courses are <strong>of</strong>fered online. Please see course description for details.<br />
† These specific courses use the Florida Statewide Course Numbering System (SCNS).<br />
IDENTITY<br />
PROJECT I<br />
PERSONAL<br />
IDENTITY<br />
PROJECT II<br />
Course Descriptions<br />
Program Core<br />
DGT 331<br />
3D Animation<br />
The 3D Animation Course leads students<br />
through the methods and techniques <strong>of</strong> animating<br />
virtual objects and environments using industryleading<br />
s<strong>of</strong>tware and hardware. In this course,<br />
students are introduced to the principles <strong>of</strong><br />
animating three-dimensional computer graphics.<br />
The rendered 3D animation sequences can be<br />
further used to enhance students’ web, CD-ROM,<br />
and DVD design projects.<br />
72 FULL SAIL UNIVERSITY<br />
DIGITAL ARTS & DESIGN | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 73<br />
Course Outline<br />
Rendering and Special Effects<br />
Animation Principles<br />
Particle Systems, Space Warps,<br />
and Simulation<br />
3D Character Setup and Animation<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
DGT 311<br />
3D Arts<br />
The 3D Arts Course introduces students to<br />
the principles <strong>of</strong> three-dimensional computer<br />
graphics and design. Students in this course<br />
explore the methods and techniques <strong>of</strong> modeling<br />
and texturing using industry-leading s<strong>of</strong>tware<br />
and hardware. The rendered 3D models can<br />
be further used to enhance the student’s web,<br />
CD-ROM, and DVD design projects.<br />
Course Outline<br />
Introduction and Overview <strong>of</strong><br />
3D S<strong>of</strong>tware<br />
Object Creation and Modification<br />
Material Creation and Modification<br />
3D Lighting Concepts and Application<br />
Rendering and Special Effects<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
DGT 431<br />
3D Project<br />
In this course, students are introduced to the<br />
principles <strong>of</strong> producing a three-dimensional<br />
computer graphics project. Students explore<br />
the methods and techniques <strong>of</strong> preproduction<br />
and production using industry-leading s<strong>of</strong>tware<br />
and hardware. The rendered 3D project can<br />
be further used to enhance students’ design<br />
projects, including their final project.<br />
Course Outline<br />
Introduction and Overview <strong>of</strong><br />
Preproduction Techniques<br />
Use <strong>of</strong> Motion Graphics with 3D<br />
Material Creation and Modification<br />
Production <strong>of</strong> 3D Project<br />
Integrating 3D Project with<br />
Video Technology<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
DGT 241<br />
Advanced<br />
Computer Graphics<br />
The Advanced Computer Graphics<br />
Course trains students in advanced levels <strong>of</strong><br />
graphics creation through the use <strong>of</strong> s<strong>of</strong>tware<br />
programs utilized by design and animation<br />
companies worldwide. This course emphasizes<br />
design from a problem-solving point <strong>of</strong> view,<br />
and introduces the production timeline and<br />
graphical requirements for the manipulation<br />
<strong>of</strong> digital images in a studio environment.<br />
Course Outline<br />
Advanced Graphics Tools<br />
Advanced Design and Color<br />
Layout and Composition<br />
Digital Imaging and Manipulation<br />
Special Effects<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DGT 441<br />
Advanced Motion Graphics<br />
The Advanced Motion Graphics Course<br />
teaches students advanced techniques <strong>of</strong> motion<br />
graphics creation by building on concepts<br />
learned in the Motion Graphics course. This<br />
course emphasizes design from a problemsolving<br />
point <strong>of</strong> view, and continues the<br />
production timeline and graphical requirements<br />
<strong>of</strong> a multimedia project by demonstrating<br />
the manipulation <strong>of</strong> digital images in a studio<br />
environment. Students receive a thorough<br />
understanding <strong>of</strong> advanced techniques in<br />
continuing exploration <strong>of</strong> special effects,<br />
image compositing, and motion graphics.<br />
Course Outline<br />
Advanced Motion Graphics Tools<br />
Design and Critique<br />
Advanced Movement and Composition<br />
Advanced Special Effects<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GRD 273<br />
Client Relations<br />
The Client Relations Course introduces<br />
students to normal business practices and how<br />
to navigate them, providing an understanding<br />
<strong>of</strong> how the complex client/designer relationship<br />
is critical for success. Students are exposed<br />
to many techniques for gaining and keeping<br />
the trust <strong>of</strong> the client. Concepts <strong>of</strong> negotiation<br />
and how to use it effectively in business are<br />
explored. Students participate in groups<br />
simulating real world client/designer<br />
business scenarios.<br />
Course Outline<br />
The Business Process<br />
The Client Relationship<br />
Gaining the Client’s Trust<br />
Client Relationship Workshop<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
GRD 124<br />
Color Theory<br />
The Color Theory Course exposes the<br />
student to the theories and application <strong>of</strong><br />
color, as it relates to both print and screen.<br />
Historical and geographical perspectives will<br />
be discussed. Methods and techniques <strong>of</strong> the<br />
use <strong>of</strong> color to create impact, combined with<br />
the necessary color correction for the many<br />
delivery options will be reviewed. In this course,<br />
students will also explore color calibration, both<br />
with s<strong>of</strong>tware and hardware tools.<br />
Course Outline<br />
Color Theory in Principle<br />
Applied Color Theory<br />
Psychology <strong>of</strong> Color<br />
Color Calibration<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
GRD 254<br />
Corporate Branding<br />
The Corporate Branding Course builds<br />
upon the concepts learned in the prior courses,<br />
and focuses on what makes an effective<br />
brand. Students will be exposed to many <strong>of</strong><br />
the best-known brands and their impact on<br />
our world. Concepts <strong>of</strong> branding and how to<br />
use it effectively in the corporate market will<br />
be explored. Students will create their own<br />
Corporate Brand portfolio.<br />
Course Outline<br />
Understanding Corporate Branding<br />
Great Branding Campaigns<br />
The Branding Process<br />
Corporate Branding Project<br />
Total credit hours 3.00<br />
Course length 4 weeks
Course Descriptions<br />
Program Core<br />
GRD 167<br />
Critique Structures<br />
The Critique Structures Course examines<br />
the process <strong>of</strong> evaluating and describing digital<br />
and traditional pieces. Students participate<br />
in an in-depth discussion <strong>of</strong> looking and<br />
experiencing art and design content done by<br />
artists, graphics pr<strong>of</strong>essionals, and students<br />
<strong>of</strong> many genres. The examination <strong>of</strong> how well<br />
the pieces accomplish their design, value,<br />
complexity, and aesthetics are discussed. The<br />
students will critique a number <strong>of</strong> works in this<br />
course, both individually and in groups.<br />
Course Outline<br />
Principles <strong>of</strong> Aesthetics<br />
Applied Aesthetics<br />
Student Critiques<br />
Guided Discussion<br />
Critique Portfolio<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ART 1201<br />
Design and Art Theory †<br />
Design and Art Theory provides an<br />
understanding <strong>of</strong> composition, design, art,<br />
basic color, and graphics through a study <strong>of</strong><br />
varied artistic styles and their sociological and<br />
psychological effects throughout history. This<br />
course is essential in the multimedia world<br />
where traditional art forms are <strong>of</strong>ten blended<br />
with current imagery to create a new and<br />
significant artistic genre.<br />
Course Outline<br />
Introduction to Visual Thinking<br />
Drawing Workshop, Color and<br />
Value, Perspective<br />
Elements and Composition <strong>of</strong><br />
Art and Graphics<br />
Cartooning, Animation,<br />
and Storyboarding<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DGT 112<br />
Designing<br />
Computer Graphics<br />
The Designing Computer Graphics<br />
Course trains students in basic levels <strong>of</strong><br />
graphics creation through the use <strong>of</strong> s<strong>of</strong>tware<br />
programs utilized by design and animation<br />
companies worldwide. This course emphasizes<br />
design from a problem-solving point <strong>of</strong> view, as<br />
students receive instruction in color theory and<br />
correction, input/output techniques, and tools<br />
for graphic design and image compositing.<br />
Course Outline<br />
Computer Graphics Tools<br />
Design and Color<br />
Layout and Composition<br />
Digital Imaging and Manipulation<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DGT 345<br />
Digital Audio Design<br />
In the Digital Audio Design Course, students<br />
explore the creation <strong>of</strong> audio elements for<br />
multimedia, with an emphasis on the design and<br />
production <strong>of</strong> a quality audio product. Students<br />
go through the process <strong>of</strong> producing audio that<br />
is compatible with various forms <strong>of</strong> delivery,<br />
from DVD to the Internet. Students gain the skills<br />
required to produce quality audio elements and<br />
also learn to master those elements to CD-ROM<br />
or another comparable format.<br />
Course Outline<br />
Audio Basics<br />
Audio Design and Structure<br />
Assembly and Testing with<br />
Authoring Programs<br />
Mastering to CD/DVD Format<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GRD 162<br />
Digital Photography<br />
The Digital Photography Course builds<br />
upon the concepts learned in the prior courses,<br />
especially composition and aesthetics.<br />
Students will be exposed to many <strong>of</strong> the best<br />
photographers’ work and will learn advanced<br />
techniques for taking digital photographs,<br />
editing and presenting them, and managing<br />
meta-data/files with industry leading s<strong>of</strong>tware.<br />
In this course, students are asked to shoot and<br />
present their work in various delivery platforms.<br />
The design concepts reinforced in this course<br />
can be used across all types <strong>of</strong> media.<br />
Course Outline<br />
Taking Great Digital Photos<br />
Editing for Impact<br />
Photo Manipulation<br />
Digital Photography Project<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GRD 244<br />
Digital Publishing<br />
The Digital Publishing Course mirrors the<br />
pr<strong>of</strong>essional graphic art industry workflow<br />
model. Students work in teams with a lead<br />
designer, designers, production artists, an<br />
illustrator, and a digital pre-press artist, cycling<br />
through the responsibilities for each project.<br />
For the duration <strong>of</strong> the course, each student<br />
gains team-publishing experience using Adobe<br />
Acrobat in a document review cycle with<br />
a client. Students have the opportunity to<br />
produce a CD/DVD cover and sleeve, a poster,<br />
a magazine cover and 16-page signature, a<br />
brochure, and an e-book.<br />
Course Outline<br />
Digital Publishing Cycle<br />
Digital Pre-press Concepts<br />
and Techniques<br />
Design and Production <strong>of</strong><br />
Online Documents<br />
Interactive Online Documents<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DGT 117<br />
Digital Storytelling<br />
The Digital Storytelling Course leads<br />
students through the methods and techniques<br />
<strong>of</strong> creating personal digital content using the<br />
Apple iLife Suite. In this course, students are<br />
asked to explore this powerful suite <strong>of</strong> tools<br />
to create many pieces <strong>of</strong> personal expression,<br />
including Podcasts, movies, and websites.<br />
The design concepts reinforced in this course<br />
show that they could be used across all types<br />
<strong>of</strong> media.<br />
Course Outline<br />
iPhoto and iWeb<br />
iMovie and Garage Band<br />
iDVD and iTunes<br />
iLife Project<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
DGT 361<br />
Digital Studio<br />
As they have been creating digital content<br />
throughout the program, this course <strong>of</strong>fers<br />
students an opportunity for a one-on-one<br />
portfolio review. The Digital Studio Course<br />
introduces students to the process <strong>of</strong> being<br />
art directed as they receive feedback and<br />
suggestions for improvement <strong>of</strong> their work.<br />
Students work on their pieces after their<br />
critique and have a final review in preparation<br />
for the creation <strong>of</strong> their final portfolio.<br />
Course Outline<br />
Individual Content Review<br />
Studio Time I<br />
Studio Time II<br />
Final Content Review<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DGT 252<br />
Digital Video<br />
The Digital Video Course is a preliminary<br />
production course for the Digital Arts & Design<br />
program. In this course, students are introduced<br />
to the primary concepts <strong>of</strong> storytelling, sound<br />
design, imaging, and editing. This course also<br />
introduces students to the production model,<br />
media types (text, image, and sound), and the<br />
technologies <strong>of</strong> multimedia architectures.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
74 FULL SAIL UNIVERSITY<br />
DIGITAL ARTS & DESIGN | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 75<br />
Course Outline<br />
Storytelling<br />
Media Types<br />
Design and Production<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DGT 463<br />
Digital Video Project<br />
The Digital Video Project Course is<br />
the primary video production course in the<br />
Digital Arts & Design program. In this course,<br />
students are responsible for the storytelling,<br />
sound design, imaging, and editing <strong>of</strong> a<br />
personal video project. This course also<br />
emphasizes the production model, media<br />
types (text, image, and sound), and the<br />
technologies <strong>of</strong> multimedia architectures.<br />
Course Outline<br />
Preproduction<br />
Sound Design<br />
Design and Production<br />
Editing<br />
Mastering to DVD<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DGT 262<br />
Editing Digital Video<br />
The Editing Digital Video Course covers<br />
the art and science <strong>of</strong> non-linear editing. In this<br />
course, students learn how editing choices<br />
impact how the project will be perceived<br />
and ultimately affect its success. Students<br />
are introduced to the advanced concepts <strong>of</strong><br />
imaging and editing, as well as the production<br />
model <strong>of</strong> editing video in the industry. Students<br />
also participate in group discussions about<br />
editing choices and audience.<br />
Course Outline<br />
Editing Techniques<br />
Production Workflow<br />
Editing with Final Cut Pro<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DGT 275<br />
Flash Media<br />
The Flash Media Course focuses on the<br />
creation <strong>of</strong> engaging interactive content<br />
for the Internet utilizing Adobe Flash, an<br />
industry-standard Web authoring s<strong>of</strong>tware<br />
package. In addition to learning the key<br />
elements <strong>of</strong> the Flash interface, students<br />
explore how to create and edit rich media for<br />
deployment on the Web. Optimization and<br />
publishing techniques for audio, video, and<br />
animation will be addressed to ensure smooth<br />
performance within the Web environment.<br />
Course Outline<br />
Flash Authoring Environment<br />
Drawing Tools<br />
Flash Animation Techniques<br />
Optimizing and Publishing<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DGT 273<br />
Graphic Web Design<br />
The Graphic Web Design Course examines<br />
the process <strong>of</strong> creating exciting, functional<br />
content for the World Wide Web. Students<br />
expand on the design skills that they have<br />
learned throughout the degree program by<br />
creating interactive Web pages through the use<br />
<strong>of</strong> industry-standard Web authoring s<strong>of</strong>tware.<br />
Students receive an understanding <strong>of</strong> HTML<br />
and web-standards related to the development<br />
<strong>of</strong> websites. This course demonstrates how to<br />
create, edit, manage, and design a pr<strong>of</strong>essional<br />
website within a Web authoring tool and<br />
complementary s<strong>of</strong>tware applications.<br />
Course Outline<br />
Graphic Optimization<br />
HTML<br />
Dreamweaver<br />
Content Integration<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
PLA 2412<br />
Intellectual Property<br />
and Law †<br />
The Intellectual Property and Law<br />
Course is designed to introduce the student to<br />
general business practices including finance,<br />
accounting, insurance, taxes, management,<br />
marketing, and negotiation. Students are<br />
provided a foundation that addresses the<br />
complexities <strong>of</strong> intellectual property, copyright,<br />
and basic business and contract law as it<br />
pertains to digital content. Case studies will be<br />
used to examine the impact <strong>of</strong> these laws on<br />
our industry.<br />
Course Outline<br />
Overview <strong>of</strong> the Industries<br />
Business Practices<br />
Intellectual Property<br />
Contracts<br />
Business Law<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
DGT 272<br />
Interactive Media<br />
Design and Usability<br />
The Interactive Media Design and<br />
Usability Course introduces students to<br />
the tools and concepts <strong>of</strong> User Interface (UI)<br />
design combined with a method <strong>of</strong> project<br />
development utilizing an industry-proven<br />
production process. The course explores<br />
both behavioral and structural patterns <strong>of</strong> UI<br />
design along with Information Architecture<br />
(IA) for interactive deployment, user navigation<br />
techniques, and page layout for the interactive<br />
medium. Students gain an extensive knowledge<br />
<strong>of</strong> usability patterns as well as production<br />
methodologies as they implement project<br />
documentation for the milestones <strong>of</strong> a User<br />
Interface design.<br />
Course Outline<br />
Production Process<br />
User Patterns<br />
UI Design and Usability Patterns<br />
Project Documentation Methodologies<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
DGT 341<br />
Motion Graphics<br />
The Motion Graphics Course trains<br />
students in basic techniques <strong>of</strong> motion<br />
graphics creation through the use <strong>of</strong> s<strong>of</strong>tware<br />
programs utilized by design and animation<br />
companies worldwide. This course emphasizes<br />
design from a problem-solving point <strong>of</strong> view,<br />
and continues the production timeline and<br />
graphical requirements <strong>of</strong> a multimedia project<br />
by demonstrating the manipulation <strong>of</strong> digital<br />
images in a studio environment. In this course,<br />
students gain a thorough understanding <strong>of</strong><br />
input/output techniques, special effects, image<br />
compositing, and motion graphics.<br />
Course Outline<br />
Motion Graphics Tools<br />
Design and Color<br />
Movement and Composition<br />
Special Effects<br />
Total credit hours 4.00<br />
Course length 4 weeks
Course Descriptions<br />
Program Core<br />
DGT 461<br />
Motion Graphics Project<br />
The Motion Graphics Project Course<br />
trains students in advanced techniques <strong>of</strong><br />
motion graphics creation through the use <strong>of</strong><br />
s<strong>of</strong>tware programs utilized by design and<br />
animation companies worldwide. This course<br />
emphasizes design from a problem-solving point<br />
<strong>of</strong> view, and emphasizes the production timeline<br />
and graphical requirements <strong>of</strong> a multimedia<br />
project. Students work on their own projects<br />
using image compositing and motion graphics,<br />
demonstrating competence in these areas.<br />
Course Outline<br />
Layout and Composition<br />
Digital Imaging and Manipulation<br />
Special Effects<br />
Computer Graphics Project<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DGT 493<br />
Personal Identity Project I<br />
The Personal Identity Project I Course<br />
gives students the opportunity to create<br />
their own personal brand across multiple<br />
types <strong>of</strong> media. This skill is a critical part <strong>of</strong><br />
marketing yourself to a client or employer<br />
and encompasses all <strong>of</strong> the concepts and<br />
techniques learned in prior courses. Students<br />
are exposed to many <strong>of</strong> the most innovative and<br />
effective personal brands and explore concepts<br />
<strong>of</strong> creating a powerful personal identity that<br />
will transcend multiple media types. Students<br />
fully integrate 2D, 3D, and motion graphics<br />
pieces into a personal brand portfolio that<br />
includes examples <strong>of</strong> personal logos, marketing<br />
material, multimedia, and a Web presence.<br />
Course Outline<br />
Concept <strong>of</strong> Personal Branding<br />
Psychological Implications <strong>of</strong> the<br />
Personal Identity<br />
Applied Personal Branding<br />
Branding for Multimedia<br />
Preproduction<br />
Personal Branding Project<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DGT 494<br />
Personal Identity Project II<br />
The Personal Identity Project II Course<br />
continues to give students the opportunity<br />
to create their own personal brand across<br />
multiple types <strong>of</strong> media. This skill is a critical<br />
part <strong>of</strong> marketing yourself to a client or<br />
employer and encompasses all <strong>of</strong> the concepts<br />
and techniques learned in prior courses.<br />
Students are exposed to many <strong>of</strong> the most<br />
innovative and effective personal brands<br />
and explore concepts <strong>of</strong> creating a powerful<br />
personal identity that will transcend multiple<br />
media types. Students fully integrate 2D, 3D,<br />
and motion graphics pieces into a personal<br />
brand portfolio that includes examples <strong>of</strong><br />
personal logos, marketing material, multimedia,<br />
and a Web presence.<br />
Course Outline<br />
Concept <strong>of</strong> Personal Branding<br />
Psychological Implications <strong>of</strong> the<br />
Personal Identity<br />
Applied Personal Branding<br />
Branding for Multimedia<br />
Preproduction<br />
Personal Branding Project<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DGT 482<br />
Portfolio Creation<br />
The Portfolio Creation Course prepares<br />
students for presenting their work to the<br />
pr<strong>of</strong>essional graphic arts industry. Students<br />
work with existing assets they have created<br />
during the Digital Arts & Design Program as<br />
they develop a pr<strong>of</strong>essional portfolio. This<br />
course gives students the opportunity to create<br />
signature pieces to help them represent their<br />
skill level to the industry. For the duration <strong>of</strong><br />
the course, students individually polish both<br />
their graphics and the look <strong>of</strong> their portfolio in<br />
order to succeed when being interviewed for<br />
a position in the industry.<br />
Course Outline<br />
Portfolio Design Fundamentals<br />
Asset Creation<br />
Portfolio Assembly<br />
Portfolio Review<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DGT 351<br />
Production Management<br />
The Production Management Course<br />
mirrors the pr<strong>of</strong>essional graphic art industry<br />
workflow model. Students work to define the<br />
scope <strong>of</strong> their final project, the range <strong>of</strong> assets<br />
needed to complete it, the technology required<br />
to assemble the final project into an executable<br />
format, and the time required to get all the<br />
work done. By the end <strong>of</strong> the course, students<br />
develop an intimate knowledge <strong>of</strong> standard<br />
industry project management practices.<br />
Course Outline<br />
Fundamentals <strong>of</strong> Project Management<br />
Learning MS Project<br />
Creating a Plan for Success<br />
Asset Management<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DGT 321<br />
Studio Maintenance<br />
The Studio Maintenance Course leads the<br />
student through the methods and techniques<br />
<strong>of</strong> building and maintaining a digital studio.<br />
In this course, students are introduced to the<br />
principles <strong>of</strong> working with asset management,<br />
file structures and version control to ensure<br />
client files are archived for output correctly.<br />
The knowledge gained can be used to enhance<br />
the student’s ability to work in an industry that<br />
has differing levels <strong>of</strong> technology employed.<br />
Course Outline<br />
Types <strong>of</strong> Asset Management<br />
Types <strong>of</strong> Version Control<br />
Integrating Proper File Structure<br />
Overview <strong>of</strong> Media Buying Techniques<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
DGT 232<br />
Typography<br />
and Page Layout<br />
The Typography and Page Layout Course<br />
introduces students to the world <strong>of</strong> pr<strong>of</strong>essional<br />
fonts. Students learn how to use typography as<br />
a critical part <strong>of</strong> page layout, as they continue<br />
to build upon the concept <strong>of</strong> design introduced<br />
in previous courses. This course also trains<br />
students to define how the printed or viewed<br />
page looks as an integrated graphic element.<br />
Students participate in group discussions and<br />
critiques as they work through the projects<br />
using the latest publishing s<strong>of</strong>tware.<br />
Course Outline<br />
Fundamentals <strong>of</strong> Typography<br />
Typography and the Page<br />
The Page as Design<br />
Press Considerations<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
General Education<br />
ART 2006<br />
Art History<br />
The Art History Course introduces students<br />
to selected monuments <strong>of</strong> art and architecture<br />
in the Western tradition–from the prehistoric<br />
era to post-modernism–studied in relation to<br />
the intellectual background <strong>of</strong> the ages and<br />
civilizations that produced them. Lectures<br />
accompanied by various visual mediums<br />
assist in propagating discussions <strong>of</strong> assigned<br />
readings in philosophical, religious, scientific,<br />
political, literary, and artistic contexts.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
76 FULL SAIL UNIVERSITY<br />
DIGITAL ARTS & DESIGN | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 77<br />
Course Outline<br />
Ancient Art<br />
Medieval and Renaissance Art<br />
Modern Art<br />
Post-modern Art<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
MGF 1213<br />
College Mathematics †<br />
The College Mathematics Course is<br />
designed to enable students to build skills<br />
and confidence in algebra that are required to<br />
succeed in future math and core courses. Firsttime<br />
algebra students or those needing a review<br />
will begin with basic concepts and build upon<br />
these ideas by completing work that uses algebra<br />
in practical situations.<br />
Course Outline<br />
Review <strong>of</strong> Basic Arithmetic<br />
Operations with the Real Number System<br />
Measurement and Number Systems<br />
Exponents & Radical Expressions<br />
Linear Equations & Inequalities<br />
Graphing<br />
Proportions, Formulas, and Word Problems<br />
Introductory Statistics and Probability<br />
Business Applications and<br />
Mathematical Models<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DEP 2004<br />
Developmental Psychology<br />
The Developmental Psychology<br />
Course emphasizes the analysis <strong>of</strong> identity<br />
development, including topics such as<br />
perception processes, verbal/nonverbal<br />
expression, theoretical models <strong>of</strong> identity<br />
development, and internal conflict.<br />
Course Outline<br />
Paradigms<br />
Proactive and Reactive Behavior<br />
Efficacy, Shadow, Shame<br />
Cognitive Dissonance<br />
Imagination and Conscience<br />
Time Management<br />
Perception and Communication<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENC 1101<br />
English Composition I* †<br />
The English Composition I Course is<br />
designed to introduce students to the writing<br />
process. Special attention is given to selecting<br />
and refining topics, identifying the audience,<br />
developing a purpose, and formulating thesis<br />
statements. Grammatical conventions and their<br />
applications are heavily stressed. Students in<br />
this course learn to compose mature, logical<br />
sentences, and paragraphs in order to create<br />
rhetorical cohesion.<br />
Course Outline<br />
Invention and Drafting<br />
Revising and Editing<br />
Grammar<br />
Essay Structure<br />
Audience Awareness<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
* This course is only <strong>of</strong>fered online. It is conducted over the <strong>Full</strong> <strong>Sail</strong> Online Learning Environment – a web-based platform<br />
which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the<br />
Internet. Completion <strong>of</strong> the course is based on participation and successful completion <strong>of</strong> assignments.<br />
MTG 1205<br />
Geometry and<br />
Measurement †<br />
The Geometry and Measurement Course<br />
teaches students a wide spectrum <strong>of</strong> geometric<br />
concepts that are designed to build upon<br />
the math learned in earlier coursework. The<br />
curriculum emphasizes Euclidean geometry<br />
and its relationship to logic, analytic geometry,<br />
and trigonometry. The pro<strong>of</strong>s, measurements,<br />
constructions, graphs, and problems involve<br />
lines, planes, angles, triangles, circles,<br />
polygons, polyhedrons, prisms, cylinders,<br />
spheres, areas and volumes. In this course,<br />
students develop their knowledge <strong>of</strong> geometry,<br />
analytic geometry, and trigonometry through<br />
problem-solving, calculation, and exploration<br />
<strong>of</strong> logic.<br />
Course Outline<br />
A Brief History <strong>of</strong> Geometry<br />
Inductive and Deductive Reasoning<br />
Foundations <strong>of</strong> Geometry<br />
Triangles<br />
Parallel Lines and Polygons<br />
Quadrilaterals<br />
Similar Triangles and the<br />
Pythagorean Theorem<br />
Circles<br />
<strong>Areas</strong> <strong>of</strong> Polygons and Circles<br />
Solid Geometry<br />
Analytic Geometry<br />
Trigonometry<br />
Polar Coordinate System<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
VIC 2003<br />
History <strong>of</strong> Visual<br />
Communications †<br />
The History <strong>of</strong> Visual Communications<br />
Course presents an historic account <strong>of</strong><br />
humanity’s communicating life events through<br />
visual arts. Starting with cave drawings,<br />
stories and ideas have been presented and<br />
told using visual techniques. As time passes<br />
and society changes, avant-garde artists and<br />
scientists have pushed the envelope <strong>of</strong> their<br />
respective disciplines and brought about the<br />
dissolution <strong>of</strong> boundaries that traditionally exist<br />
between the artistic and media. In the past<br />
25 years, the intersection <strong>of</strong> art and humancomputer<br />
interactivity has emerged as a mass<br />
medium, triggering new forms <strong>of</strong> artistic,<br />
entertainment, and educational content. The<br />
student will follow the evolution <strong>of</strong> the various<br />
convergent disciplines, setting up a forum for<br />
informed discussions about the implications for<br />
the future.<br />
Course Outline<br />
Art as a Communication Tool<br />
Human Interfaces<br />
Historical References<br />
Artist Tools<br />
Future Applications and Implications<br />
Total credit hours 4.00<br />
Course length 4 weeks
Course Descriptions<br />
General Education<br />
MMC 2000<br />
Media and Society* †<br />
The Media and Society Course explores<br />
how media and its integration to our daily life,<br />
especially through the advances in technology,<br />
alter the human experience. Special attention<br />
is paid to the impact the media has on the<br />
individual’s and society’s psyche, beliefs and<br />
values, and, ultimately, behaviors. <strong>Areas</strong> <strong>of</strong><br />
concentration include linguistics, semiotics,<br />
representation, advertising, ethics, censorship,<br />
individual and community identity, the cult <strong>of</strong><br />
celebrity, and globalization. These topics are<br />
examined from psychological and sociological<br />
perspectives. Through discussion, visual media,<br />
research, and project-based assignments,<br />
students develop essential analytical skills<br />
to understand how the media influence them<br />
and how they, as media creators, will in turn<br />
influence others.<br />
Course Outline<br />
Understanding Media<br />
Representation and Research<br />
Advertising and Ethics<br />
Censorship and Media Theory<br />
Globalization<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
COM 2041<br />
Psychology <strong>of</strong><br />
Human Interaction †<br />
The Psychology <strong>of</strong> Human Interaction<br />
Course studies the dynamics <strong>of</strong> interpersonal<br />
relationships. This involves working with, and<br />
hopefully getting along with other people. In<br />
this course, students explore the different<br />
types <strong>of</strong> relationships and the problems that<br />
can occur when working with others, and<br />
learn tools to help manage those relationships<br />
and activities.<br />
Course Outline<br />
Teams and Teamwork<br />
Communication<br />
Power<br />
Decision-making<br />
Leadership<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
* This course is only <strong>of</strong>fered online. It is conducted over the <strong>Full</strong> <strong>Sail</strong> Online Learning Environment – a web-based platform<br />
which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the<br />
Internet. Completion <strong>of</strong> the course is based on participation and successful completion <strong>of</strong> assignments.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
78 FULL SAIL UNIVERSITY<br />
DIGITAL ARTS & DESIGN | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 79
Entertainment<br />
Business<br />
Bachelor <strong>of</strong> Science Degree Program<br />
Artists, fi lmmakers, musicians… they don’t work<br />
alone. There are teams <strong>of</strong> talented people operating<br />
behind the scenes to help develop, market, and<br />
distribute the albums, fi lms, and games people enjoy<br />
every day. At <strong>Full</strong> <strong>Sail</strong>, we understand that there is<br />
a unique group <strong>of</strong> passionate people who want to<br />
take on those management roles in the entertainment<br />
world – whether it’s at a recording studio, on a fi lm<br />
set, in a graphic design house, or even on the road<br />
with a band.<br />
Most <strong>of</strong> our students start as consumers <strong>of</strong> the<br />
media they love, and our goal with the Entertainment<br />
Business Bachelor’s Degree Program is to help<br />
them translate that love into the essential skills<br />
needed to begin a career in the business side <strong>of</strong> the<br />
entertainment world. Whether you want to take a<br />
position in the marketing division <strong>of</strong> an entertainment<br />
company, become an agent or manager for up-andcoming<br />
talent, or any <strong>of</strong> a multitude <strong>of</strong> other career<br />
paths, this program <strong>of</strong>fers a thorough business<br />
curriculum with a focus on how those concepts apply<br />
specifi cally to the entertainment fi eld.<br />
Graduates <strong>of</strong> this degree may apply to continue<br />
their education with the:<br />
Entertainment Business<br />
Master <strong>of</strong> Science Degree Program<br />
CAMPUS<br />
PROGRAM<br />
Game Design<br />
Master <strong>of</strong> Science Degree Program<br />
ONLINE<br />
PROGRAM<br />
CAMPUS<br />
PROGRAM<br />
CAMPUS<br />
* IF YOU’RE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR PROGRAM ADMISSIONS<br />
DEPARTMENT TO EXPLORE YOUR OPTIONS.<br />
ONLINE<br />
PROGRAM<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
Communication<br />
Leadership & Management<br />
Marketing & Distribution<br />
Finance & Accounting<br />
Law & Contracts<br />
Final Project<br />
80 FULL SAIL UNIVERSITY<br />
ONLINE<br />
ENTERTAINMENT BUSINESS<br />
PROGRAM<br />
| Bachelor Bachelor <strong>of</strong> Science Science Degree Program 81
AGEMENT<br />
RIBUTION/<br />
TING/<br />
INMENT BUSINESS BS<br />
CATIONS/<br />
IP & MANAGEMENT<br />
ENT BUSINESS BS<br />
G & DISTRIBUTION/<br />
ACCOUNTING/<br />
ACTS<br />
NS/ JECT<br />
ANAGEMENT<br />
STRIBUTION/<br />
UNTING/<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
NEGOTIATING<br />
CONTRACTS<br />
deals<br />
PROMOTE COMMUNICATIONS/<br />
LEADERSHIP & MANAGEMENT<br />
Communication<br />
In the entertainment industry, being able to<br />
communicate your ideas effectively in person is<br />
as vital as any business outline you’ll put down<br />
on PROPOSALS<br />
paper. That’s why the Entertainment Business<br />
program features specialized communication classes<br />
where you’ll learn the nuances <strong>of</strong> communicating<br />
LAW CONTACTS<br />
in a pr<strong>of</strong>essional environment.<br />
NEGOTIATING<br />
CONTRACTS<br />
This practical training includes such essentials<br />
as negotiating contracts and deals, pitching ideas,<br />
and working with talent. Other highlights include<br />
the use <strong>of</strong> new communication FINAL deals PROJECT technologies and<br />
learning how to create a pr<strong>of</strong>essional identity that<br />
best refl ects the skills you have to <strong>of</strong>fer.<br />
PROMOTE<br />
COMMUNICATIONS/<br />
LEADERSHIP & MANAGEMENT<br />
NEGOTIATING<br />
CONTRACTS<br />
BUSINESS<br />
PROPOSALS<br />
deals<br />
PROMOTE<br />
team-<br />
ENTERTAINMENT BUILDING BUSINESS BS<br />
ENTERTAINMENT BUSINESS BS<br />
team-<br />
the best in fellow employees. Implementing all <strong>of</strong><br />
these ideas,<br />
marketing<br />
you’ll take the role <strong>of</strong> leader in various<br />
projects – all while learning the planning and<br />
your career. BUSINESS<br />
distribute FINAL PROJECT<br />
CAMPAIGNS<br />
PROPOSALS<br />
distribute CAMPAIGNS<br />
team-<br />
pr<strong>of</strong>essional<br />
BUILDING<br />
marketing<br />
distribute Leadership CAMPAIGNS<br />
NEGOTIATING<br />
MARKETING & DISTRIBUTION/<br />
FINANCE & ACCOUNTING/<br />
LAW CONTACTS<br />
marketing<br />
distribute CAMPAIGNS<br />
MARKETING & DISTRIBUTION/<br />
FINANCE & ACCOUNTING/ ENTREPRENEURSHIP<br />
NEGOTIATING<br />
CONTRACTS<br />
& Management<br />
CONTRACTS<br />
deals<br />
A great business idea is nothing without a strong<br />
personality guiding it from concept to completion.<br />
With that in mind, you’ll constantly be honing your<br />
leadership skills throughout the Entertainment<br />
BUILDING<br />
Business program. You’ll learn effective management<br />
ENTREPRENEURSHIP<br />
approaches by examining real world case studies.<br />
And, with PROMOTE<br />
management courses teaching the<br />
fundamental concepts <strong>of</strong> effective team building,<br />
you’ll learn fi rsthand the different traits that inspire<br />
management skills that you’ll use throughout<br />
IDENTITY<br />
FINANCIAL<br />
BUILDING<br />
pr<strong>of</strong>essional<br />
IDENTITY<br />
FINANCIAL<br />
LEADERSHIP<br />
skills<br />
intellectual<br />
management PROPERTY<br />
team-<br />
EXPLORING<br />
target<br />
distribute CAMPAIGNS<br />
team- intellectual<br />
management BUILDING PROPERTY<br />
deals<br />
PROMOTE<br />
pr<strong>of</strong>essional<br />
IDENTITY<br />
FINANCIAL<br />
EXPLORING<br />
target<br />
BUSINESS<br />
PROPOSALS<br />
markets<br />
LEADERSHIP<br />
skills<br />
research<br />
marketing METHODS<br />
ENTREPRENEURSHIP<br />
markets<br />
marketing<br />
ENTREPRENEURSHIP<br />
PLANNING<br />
management<br />
pr<strong>of</strong>essional<br />
IDENTITY<br />
pr<strong>of</strong>essional<br />
IDENTITY<br />
research<br />
METHODS<br />
LEADERSHIP<br />
skills<br />
intellectual<br />
research<br />
management EXPLORING PROPERTY<br />
PLANNING<br />
research<br />
management<br />
METHODS<br />
LEADERSHIP<br />
skills<br />
intellectual<br />
FINANCIAL<br />
management PROPERTY<br />
manag<br />
PLANNIN<br />
managem<br />
82 FULL SAIL UNIVERSITY<br />
ENTERTAINMENT BUSINESS | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 83<br />
target<br />
markets<br />
LEADERSHIP<br />
skills<br />
FINANCIAL intellectual<br />
management PROPERTY<br />
EXPLORING<br />
target<br />
markets<br />
METHODS<br />
PLAN<br />
man<br />
PLANN
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
MARKETING & DISTRIBUTION/<br />
FINANCE & ACCOUNTING/<br />
LAW CONTACTS<br />
FINAL PROJECT<br />
deals<br />
LEADERSHIP & MANAGEMENT<br />
ENTERTAINMENT BUSINESS BS<br />
PROMOTE<br />
distribute CAMPAIGNS<br />
NEGOTIATING<br />
CONTRACTS<br />
COMMUNICATIONS/ ENTERTAINMENT BUSINESS BS<br />
LEADERSHIP PROPOSALS & MANAGEMENT<br />
ENTREPRENEURSHIP<br />
BUSINESS<br />
BUSINESS<br />
MARKETING & DISTRIBUTION/<br />
FINANCE & ACCOUNTING/<br />
LAW CONTACTS<br />
FINAL PROJECT<br />
marketing<br />
MARKETING & DISTRIBUTION/<br />
FINANCE & ACCOUNTING/<br />
LAW CONTACTS<br />
FINAL PROJECT<br />
COMMUNICATIONS/<br />
LEADERSHIP & MANAGEMENT<br />
MARKETING & DISTRIBUTION/<br />
FINANCE & ACCOUNTING/<br />
LAW CONTACTS<br />
FINAL PROJECT<br />
deals<br />
PROMOTE<br />
deals<br />
FINANCIAL<br />
teamresearch<br />
BUILDING<br />
the hands and minds <strong>of</strong> consumers. In our specialized<br />
marketing<br />
distribute CAMPAIGNS<br />
BUSINESS<br />
management PROPERTY<br />
PROMOTE<br />
EXPLORING<br />
target<br />
PROPOSALS<br />
markets<br />
BUILDING IDENTITY skills managem<br />
intellectual<br />
distribute CAMPAIGNS<br />
PROPOSALS<br />
NEGOTIATING<br />
CONTRACTS<br />
deals<br />
PROMOTE<br />
marketing<br />
Marketing<br />
& METHODS<br />
Distribution<br />
ENTREPRENEURSHIP<br />
marketing courses you’ll learn how to promote<br />
and distribute creations throughout the global<br />
entertainment marketplace.<br />
You’ll be responsible for creating a marketing<br />
campaign for a company based in the industry<br />
you’re interested in entering. You’ll choose your<br />
area <strong>of</strong> focus, and then follow through with the<br />
entire distribution and promotion plan for a project,<br />
following the industry’s workfl ow processes in a way<br />
designed to teach you how to identify and connect<br />
EXPLORING<br />
with your target market.<br />
ENTREPRENEURSHIP<br />
ENTREPRENEURSHIP<br />
Finance & Accounting<br />
FINANCIAL<br />
EXPLORING<br />
target<br />
Business isn’t just about great products pr<strong>of</strong>essional<br />
and ideas, markets<br />
it’s also about getting those products and ideas into<br />
Budgeting is a critical component <strong>of</strong> any company’s<br />
success, so it’s important that you get a well-rounded<br />
foundation in the intricacies <strong>of</strong> sound fi nancial<br />
management. During the Entertainment Business<br />
program, you’ll gain the tools you need to keep a<br />
company pr<strong>of</strong>i table. You’ll study both managerial<br />
accounting and fi nancial accounting – the essential<br />
money-management skills that include how to create<br />
and manage fi nances for any project or company.<br />
In addition to these business basics, you’ll also<br />
explore the details <strong>of</strong> residual payments, royalties,<br />
and the break-evens on project proposals via<br />
dedicated economics, accounting, and statistics<br />
courses, as well as a blend <strong>of</strong> theoretical and applied<br />
fi nance exercises drawn from the entertainment fi eld.<br />
management pr<strong>of</strong>essional PROPERTY<br />
IDENTITY<br />
IDENTITY<br />
research<br />
FINANCIAL<br />
LEADERSHIP<br />
skill<br />
intellectu<br />
management PROPERT<br />
EXPLORING<br />
target<br />
84 FULL SAIL UNIVERSITY<br />
ENTERTAINMENT BUSINESS | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 85<br />
team-<br />
BUILDING<br />
distribute CAMPAIGNS<br />
BUSINESS<br />
PROPOSALS<br />
marketing<br />
FINANCIAL<br />
markets<br />
Law & Contracts<br />
intellectual<br />
METHODS<br />
LEADERSHIP<br />
skills<br />
intellectual<br />
management PROPERTY<br />
target<br />
markets<br />
research<br />
METHODS<br />
There are different legal concerns for each area <strong>of</strong><br />
the entertainment industry, and our curriculum will<br />
prepare you with a wide breadth <strong>of</strong> legal topics that<br />
cover the variety <strong>of</strong> real world scenarios that could<br />
arise in your career. Through different classroom<br />
exercises you’ll learn everything from large-scale<br />
concerns like how to protect your creative and<br />
business assets to specifi c topics like the liability<br />
issues involved with setting up a concert in a live<br />
venue. Specialized courses also cover the broad uses<br />
<strong>of</strong> recorded music in all aspects <strong>of</strong> entertainment,<br />
how to handle contract negotiations, and the legal<br />
aspects <strong>of</strong> managing intellectual property.<br />
PLANNI<br />
manage<br />
researc<br />
METHOD
am-<br />
ILDING<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
pr<strong>of</strong>essional<br />
IDENTITY<br />
ENTREPRENEURSHIP<br />
keting<br />
AIGNS<br />
RENEURSHIP<br />
LEADERSHIP<br />
skills<br />
FINANCIAL intellectual<br />
management PROPERTY<br />
EXPLORING<br />
target markets<br />
research<br />
METHODS<br />
Final Project<br />
EXPLORING<br />
PLANNING<br />
management<br />
target<br />
markets<br />
Your last months in the Entertainment Business<br />
program will fi nd you bringing together the many<br />
aspects <strong>of</strong> your education to produce a compelling<br />
business proposal for an entertainment company<br />
or product. You’ll engage in proper research<br />
methodologies to explore your target market,<br />
differentiate yourself from competitors, and defi ne<br />
a unique niche within your chosen fi eld.<br />
The culmination <strong>of</strong> this research is a detailed proposal<br />
that will cover the key elements <strong>of</strong> a business plan,<br />
giving you a practical representation <strong>of</strong> your skills<br />
to show to potential employers. In addition, if you<br />
choose to follow an entrepreneurial route after<br />
graduation, your background and training will equip<br />
you to develop and pursue a formal business plan.<br />
research<br />
ENTERTAINMENT BUSINESS BS<br />
ENTERTAINMENT BUSINESS BS<br />
COMMUNICATIONS/<br />
LEADERSHIP & MANAGEMENT<br />
MARKETING & DISTRIBUTION/<br />
FINANCE & ACCOUNTING/<br />
LAW CONTACTS<br />
FINAL PROJECT<br />
METHODS<br />
COMMUNICATIONS/<br />
LEADERSHIP & MANAGEMENT<br />
MARKETING & DISTRIBUTION/<br />
FINANCE & ACCOUNTING/<br />
LAW CONTACTS<br />
FINAL PROJECT<br />
NEGOTIATING<br />
CONTRACTS<br />
deals<br />
NEGOTIATING<br />
CONTRACTS<br />
deals<br />
86 FULL SAIL UNIVERSITY<br />
ENTERTAINMENT BUSINESS | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 87<br />
team<br />
BUILD<br />
PROMOTE marke<br />
distribute CAMPAI<br />
BUSINESS<br />
PROPOSALS<br />
team-<br />
BUILDING<br />
marketing<br />
PROMOTE<br />
distribute CAMPAIGNS<br />
BUSINESS<br />
PROPOSALS<br />
ENTREPRENEURSHIP<br />
ENTREPREN
88<br />
Overview<br />
In the Entertainment Business Bachelor <strong>of</strong> Science<br />
Degree Program, you’ll make your way through<br />
a challenging curriculum that combines essential<br />
business and management skills like strategic<br />
planning, event management, leadership, fi nance,<br />
and entrepreneurship with entertainment-specifi c<br />
courses like Artist Management, Intellectual<br />
Property, and Entertainment Business Models.<br />
Courses also focus on developing both your personal<br />
and pr<strong>of</strong>essional skills, and the project-based<br />
environment recreates the same kinds <strong>of</strong><br />
pr<strong>of</strong>essional scenarios you’ll encounter<br />
in today’s business world.<br />
At the end <strong>of</strong> the program, you’ll be tasked with<br />
leveraging your knowledge and experience to analyze<br />
a business scenario related to your career goals and<br />
interests and develop managerial and entrepreneurial<br />
strategies to address it. This unique marriage <strong>of</strong><br />
business and entertainment topics is designed to give<br />
you the full range <strong>of</strong> knowledge you’ll need to begin<br />
a career within an existing entertainment company or<br />
to get your own entrepreneurial idea <strong>of</strong>f the ground.<br />
In addition to business-specifi c skills, you’ll also have<br />
courses focusing on computer business applications,<br />
personal fi nance management, communication<br />
skills, and how to prepare yourself for that fi rst<br />
step into the entertainment industry. To help you<br />
make that transition, we also have a team <strong>of</strong> Career<br />
Development pr<strong>of</strong>essionals that can help you polish<br />
your interviewing skills and résumé and get you<br />
ready to enter the industry. In addition, our Career<br />
Development services and advisors will be available<br />
for support and assistance throughout your career –<br />
not just during your education.<br />
Objective<br />
Our goal is to provide you with the focused<br />
knowledge and understanding <strong>of</strong> essential business and<br />
management skills, further enhancing your ability to<br />
succeed in entertainment business in a variety <strong>of</strong> fi elds<br />
including fi lm, music, digital media and web design,<br />
game development, and computer animation.<br />
In addition to technical pr<strong>of</strong>i ciency and creative<br />
development, your education will help you develop<br />
critical thinking, problem solving, and analytical skills<br />
that contribute to life-long learning, providing you with<br />
tools to help sustain a long and productive pr<strong>of</strong>essional<br />
career in the entertainment and media industry.<br />
ENTERTAINMENT BUSINESS<br />
OVERVIEW & OBJECTIVE<br />
ENTERTAINMENT BUSINESS | Bachelor <strong>of</strong> Science Degree Program<br />
FULL SAIL UNIVERSITY ENTERTAINMENT BUSINESS FULL SAIL UNIVERSITY<br />
| Bachelor <strong>of</strong> Science Degree Program<br />
89
Entertainment Business<br />
Bachelor <strong>of</strong> Science Degree Program<br />
PROGRAM CORE<br />
Code Course Credit Hours<br />
MUB 481 Artist Management 4.0<br />
ENTB 4211 Audience Metrics 4.0<br />
ACG 3223 Business Accounting 4.0<br />
ENTB 253 Business Ethics and Social Responsibility 2.5<br />
ENTB 251 Business Law 4.0<br />
MUM 4309 Business Technology and E-Commerce 3.0<br />
DGL 101 Digital Literacy 4.0<br />
ENTB 4485 Entertainment Business Models 3.0<br />
MMC 4258 Entertainment Media Distribution 4.0<br />
ENTB 410 Event Management 4.0<br />
ENTB 2713 Excel and Data Reporting 3.0<br />
ENTB 376 Intellectual Property 4.0<br />
ENTB 280 International Business 2.5<br />
ENTB 1001 Introduction to the Entertainment Industry 4.0<br />
MAN 2020 Introduction to Management 4.0<br />
MKT 210 Introduction to Marketing 4.0<br />
BUL 4621 Music Business Law and Contract Negotiations † 4.0<br />
ENTB 3013 Principles <strong>of</strong> Business Finance 4.0<br />
MAR 3111 Principles <strong>of</strong> Digital Marketing 4.0<br />
ENTB 3623 Principles <strong>of</strong> Entrepreneurship 4.0<br />
ENTB 4525 Pr<strong>of</strong>essional Selling 4.0<br />
ENTB 4913 Strategic Business Management 4.0<br />
Totals: 82.0<br />
Chronological Schedule by Months<br />
1 2 3 4 5<br />
DIGITAL LITERACY ENGLISH COMPOSITION I COLLEGE MATHEMATICS<br />
INTRODUCTION<br />
INTRODUCTION TO MARKETING<br />
BEHAVIORAL SCIENCE<br />
INTRODUCTION TO THE<br />
ENTERTAINMENT INDUSTRY<br />
POP CULTURE IN MEDIA<br />
TO MANAGEMENT<br />
EXCEL & DATA REPORTING<br />
6 7 8 9 10<br />
INTRODUCTION<br />
TO STATISTICS<br />
BUSINESS LAW INTRODUCTION TO ECONOMICS PRINCIPLES OF DIGITAL MARKETING<br />
FUNDAMENTALS OF<br />
PHYSICAL SCIENCE<br />
BUSINESS ETHICS & SOCIAL<br />
RESPONSIBILITY<br />
ENGLISH COMPOSITION II<br />
BUSINESS ACCOUNTING<br />
11 12 13 14 15<br />
PRINCIPLES OF ENTREPRENEURSHIP PRINCIPLES OF BUSINESS FINANCE<br />
ARTIST MANAGEMENT<br />
LEADERSHIP &<br />
ORGANIZATIONAL BEHAVIOR<br />
INTERNATIONAL BUSINESS<br />
INTELLECTUAL PROPERTY<br />
ENTERTAINMENT BUSINESS MODELS<br />
MUSIC BUSINESS LAW &<br />
CONTRACT NEGOTIATIONS<br />
16 17 18 19 20<br />
ENTERTAINMENT<br />
MEDIA DISTRIBUTION<br />
AUDIENCE METRICS<br />
PROFESSIONAL COMMUNICATION<br />
& PRESENTATION<br />
EVENT MANAGEMENT<br />
GENERAL EDUCATION<br />
Code Course Credit Hours<br />
CLP 1006 Behavioral Science † 4.0<br />
MGF 1213 College Mathematics † 4.0<br />
ENC 1101 English Composition I* † 4.0<br />
ENC 1102 English Composition II* 4.0<br />
PSC 1030 Fundamentals <strong>of</strong> Physical Science 4.0<br />
ECO 2005 Introduction to Economics 4.0<br />
STA 2026 Introduction to Statistics † 3.5<br />
MAN 3151 Leadership and Organizational Behavior 3.5<br />
HUM 1505 Pop Culture in Media 4.0<br />
COM 3109 Pr<strong>of</strong>essional Communication and Presentation † 4.0<br />
Totals: 39.0<br />
PROFESSIONAL SELLING<br />
BUSINESS TECHNOLOGY<br />
& E-COMMERCE<br />
TOTAL CREDIT HOURS: 121<br />
TOTAL WEEKS: 84<br />
* This specific course is <strong>of</strong>fered online. Please see course description for details.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
STRATEGIC<br />
BUSINESS MANAGEMENT<br />
Course Descriptions<br />
Program Core<br />
MUB 481<br />
Artist Management<br />
The Artist Management Course explores<br />
the career path <strong>of</strong> the manager. This position<br />
plays a significant role in the entertainment<br />
business community and in the career <strong>of</strong> the<br />
artist/band. Course topics include: the artist/<br />
manager relationship, launching an artist’s<br />
career, management contracts, development<br />
<strong>of</strong> an artist’s career path, and sustaining an<br />
artist’s career.<br />
90 FULL SAIL UNIVERSITY<br />
ENTERTAINMENT BUSINESS | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 91<br />
Course Outline<br />
Overview <strong>of</strong> the Artist Manager<br />
Developing the Artist/<br />
Manager Relationship<br />
Launching the Artist’s Career<br />
The Management Contract<br />
Planning the Artist’s Career<br />
Making the Career Plan Work<br />
Career Maintenance and Control<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENTB 4211<br />
Audience Metrics<br />
The Audience Metrics Course examines<br />
how companies in the entertainment industry<br />
use key measurements and data sources to<br />
make business decisions. Students assess how<br />
audience data is used for content development<br />
and media buying. Students also learn how<br />
companies collect, analyze, summarize, and<br />
interpret real world data related to media.<br />
Course Outline<br />
Metrics in the Entertainment Industry<br />
Sources <strong>of</strong> Audience Metrics<br />
Audience Measurement Techniques<br />
Emerging Technologies in<br />
Audience Metrics<br />
Entertainment Industry Decision-Making<br />
Based on Metrics<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ACG 3223<br />
Business Accounting<br />
The Business Accounting Course examines<br />
the accounting cycle and the preparation and<br />
interpretation <strong>of</strong> basic financial statements.<br />
Students learn the concept <strong>of</strong> pr<strong>of</strong>itability,<br />
principles <strong>of</strong> cost models and controls, and<br />
various operational planning techniques<br />
that are used to evaluate the performance<br />
<strong>of</strong> a company. The role <strong>of</strong> accountants in the<br />
entertainment industry is examined throughout<br />
the course. Students use real-world accounting<br />
s<strong>of</strong>tware to apply concepts learned.<br />
Course Outline<br />
The Accounting Cycle<br />
Preparation <strong>of</strong> Basic Financial Statements<br />
Interpretation <strong>of</strong> Basic<br />
Financial Statements<br />
Cost Models and Cost Control<br />
Decision-Making and Operational Planning<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENTB 253<br />
Business Ethics and<br />
Social Responsibility<br />
The Business Ethics and Social<br />
Responsibility Course presents students<br />
with complex, real world ethical problems<br />
associated with the management <strong>of</strong> a<br />
business. Through the study <strong>of</strong> historical and<br />
current case studies, students will debate<br />
the responsibilities <strong>of</strong> managers, broaden<br />
their awareness <strong>of</strong> personal, pr<strong>of</strong>essional,<br />
and business ethics, and address the social<br />
responsibility <strong>of</strong> the entertainment industry.<br />
Course Outline<br />
Ethics<br />
Historical and Current Event<br />
Case Studies<br />
Examination <strong>of</strong> Social Responsibility<br />
Business Issues<br />
Total credit hours 2.50<br />
Course length 4 weeks<br />
ENTB 251<br />
Business Law<br />
The Business Law Course provides an<br />
overview <strong>of</strong> general business practices,<br />
including entity formation, insurance, taxes, and<br />
accounting. Students study the laws protecting<br />
intellectual property in relation to protecting<br />
their own work and legally incorporating the<br />
works <strong>of</strong> others. Students study the law and<br />
practices <strong>of</strong> contracts and negotiations. All<br />
concepts are explored through legal case<br />
studies and applied business projects.<br />
Course Outline<br />
Overview <strong>of</strong> Entertainment Industries<br />
Business Practices<br />
An Introduction to Intellectual Property<br />
Clearances and Licensing<br />
Contracts and Business Law<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
MUM 4309<br />
Business Technology<br />
and E-Commerce<br />
The Business Technology and<br />
E-Commerce Course addresses<br />
emerging technologies and their impacts on<br />
business management within the music and<br />
entertainment industry. In this course, students<br />
explore the proliferation <strong>of</strong> new technologies<br />
and how they are utilized to achieve business<br />
goals. Students also learn how to leverage<br />
new technologies to reach customers, manage<br />
customer relationships, increase revenue<br />
and pr<strong>of</strong>itability, and optimize their business<br />
practices. They learn how to evaluate competing<br />
technologies to achieve business goals, and<br />
they explore resources that will help them stay<br />
current with emerging technologies that can<br />
change the industry.<br />
Course Outline<br />
Current Technology Platforms<br />
and Trends in the Industry<br />
Innovation and Adoption Models<br />
Quantifying Usage and Value<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
DGL 101<br />
Digital Literacy<br />
The Digital Literacy Course utilizes a<br />
collaborative learning environment to introduce<br />
s<strong>of</strong>tware programs and web tools that will<br />
prepare students with digital skills for online<br />
learning. In addition, students will also learn<br />
the operation and management <strong>of</strong> the Apple<br />
Mac Operating System, Apple hardware, and<br />
applicable technology. Students will use these<br />
tools to complete various projects, conduct<br />
Internet research, collaborate with other<br />
students, and communicate with instructors.<br />
Course Outline<br />
Mac OS and Computer Hardware<br />
Sound, Visual, and Business S<strong>of</strong>tware<br />
Applications<br />
Web Technology and<br />
S<strong>of</strong>tware Applications<br />
Internet Tools for Research and Learning<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENTB 4485<br />
Entertainment<br />
Business Models<br />
The Entertainment Business Models<br />
Course is a detailed study <strong>of</strong> the various ways<br />
that entertainment organizations operate and<br />
generate pr<strong>of</strong>it from operations. Students<br />
analyze traditional and emerging business<br />
models in various segments <strong>of</strong> the industry.<br />
Students explore career opportunities based on<br />
current and evolving models.<br />
Course Outline<br />
Traditional Business Models<br />
Emerging Business Models<br />
The Role <strong>of</strong> Media Conglomerates<br />
Business Development Strategies<br />
Career Opportunities Based on<br />
Business Models<br />
Total credit hours 3.00<br />
Course length 4 weeks
Course Descriptions<br />
Program Core<br />
MMC 4258<br />
Entertainment<br />
Media Distribution<br />
The Entertainment Media Distribution<br />
Course explores various avenues <strong>of</strong> publishing,<br />
including publishing rights, international<br />
publishing issues, the role <strong>of</strong> publishing<br />
companies in the entertainment business<br />
industry, the mechanics <strong>of</strong> publishing companies,<br />
and their impact on the entertainment business<br />
pr<strong>of</strong>essional. Forms <strong>of</strong> distribution are evaluated<br />
in relation to their effectiveness for various<br />
entertainment products. In addition, students<br />
are introduced to various royalty structures and<br />
methods <strong>of</strong> collection.<br />
Course Outline<br />
Publishing and Distribution Principles<br />
and Terminology<br />
Publishing Companies<br />
Forms <strong>of</strong> Distribution<br />
Principles <strong>of</strong> Pricing<br />
Merchant Accounts and Credit Cards<br />
Royalty Structures and Collection<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENTB 410<br />
Event Management<br />
The Event Management Course examines<br />
the business <strong>of</strong> event management, which<br />
has developed into a vital marketing tool for a<br />
variety <strong>of</strong> businesses. The many topics <strong>of</strong> study<br />
for event management include researching the<br />
product and company brand, identifying the<br />
target audience, creating an event concept,<br />
and developing a project management plan.<br />
This course covers the application <strong>of</strong> project<br />
management tools for successful event<br />
planning and management.<br />
Course Outline<br />
Overview <strong>of</strong> Event Management<br />
Event Concept Design<br />
Project Plan Management<br />
and Development<br />
Target Audience Research<br />
Location Scouting and Logistics<br />
Technical Event Development<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENTB 2713<br />
Excel and Data Reporting<br />
The Excel and Data Reporting Course<br />
teaches students to use Micros<strong>of</strong>t Excel for<br />
common business purposes, including analysis<br />
and reporting. Course topics include: working<br />
with formulas and functions, formatting<br />
spreadsheets for effective analysis, creating<br />
charts, selecting appropriate chart types,<br />
and analyzing entertainment business data.<br />
Students identify trends in data and leverage<br />
data to convey various business messages.<br />
Course Outline<br />
Formulas and Functions<br />
Tables and Charts<br />
Data Analysis<br />
Data Reporting<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
ENTB 376<br />
Intellectual Property<br />
The Intellectual Property Course examines<br />
trade secrets, trademarks, patents, and<br />
copyrights in connection with methods <strong>of</strong><br />
protecting creative works. Students explore<br />
acquisition, licensing, sale, and transfer <strong>of</strong><br />
rights as they relate to music, digital media,<br />
animation, gaming, film, and show production.<br />
Rights and issues related to independent<br />
contractors and work-for-hire employees are<br />
also addressed.<br />
Course Outline<br />
Intellectual Property Rights<br />
Fair Use<br />
Acquisition, Licensing, Sale, and<br />
Transfer <strong>of</strong> Rights<br />
Independent Contractor vs.<br />
Work for Hire<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENTB 280<br />
International Business<br />
The International Business Course<br />
addresses the complexity and the diversity <strong>of</strong><br />
business practices in the international business<br />
marketplace. A variety <strong>of</strong> related topics are<br />
addressed, including: consumer differences<br />
across key international markets; international<br />
marketing strategies; economic policies;<br />
political and cultural environments and their<br />
effect on international business; the<br />
impact <strong>of</strong> geography on business transactions<br />
and distribution; and laws, treaties and<br />
international labor issues that affect<br />
international business.<br />
Course Outline<br />
International Business Consumer<br />
Marketing Strategies for<br />
International Business<br />
International Economics<br />
Political and Cultural<br />
International Environments<br />
Geographical Issues<br />
Legal Issues<br />
International Labor Issues<br />
Total credit hours 2.50<br />
Course length 4 weeks<br />
ENTB 1001<br />
Introduction to the<br />
Entertainment Industry<br />
The Introduction to the Entertainment<br />
Industry Course examines the various<br />
sectors <strong>of</strong> the entertainment industry, providing<br />
students with a view <strong>of</strong> the industry from<br />
the perspective <strong>of</strong> a business pr<strong>of</strong>essional.<br />
Students learn fundamental business<br />
terminology and are introduced to the primary<br />
business models prevalent in the entertainment<br />
business. Students examine current industry<br />
trends and the variety <strong>of</strong> careers available in<br />
the entertainment business.<br />
Course Outline<br />
Sectors <strong>of</strong> the Entertainment Industry<br />
Entertainment Business Terminology<br />
Business Models Prevalent in the<br />
Entertainment Industry<br />
Current Trends in the<br />
Entertainment Industry<br />
Careers in the Entertainment Industry<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
MAN 2020<br />
Introduction to<br />
Management †<br />
The Introduction to Management Course<br />
analyzes the management principles that<br />
lead to a successful company, as well as the<br />
nature <strong>of</strong> business decisions. Students learn<br />
about creating and maintaining organizational<br />
structure within leadership and legal contexts,<br />
and further examine human resource principles.<br />
The course also contains an introduction to risk<br />
management principles and practices, provides<br />
different types <strong>of</strong> risks and the strategies used<br />
to minimize them in relation to physical assets,<br />
legal liability, employee benefit programs,<br />
taxes, and retirement costs.<br />
Course Outline<br />
Creating and Maintaining Organizational<br />
Structure in a Leadership vs. Legal Context<br />
Human Resource Principles<br />
Employee Benefit Programs and Taxes<br />
Local and National Labor Laws<br />
Risk Management<br />
Entertainment Business<br />
Management Case Studies<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
MKT 210<br />
Introduction to Marketing<br />
The Introduction to Marketing Course<br />
explores general marketing concepts as they<br />
relate to the nuances <strong>of</strong> the entertainment<br />
business field. Students construct strategic<br />
plans in the selection and development <strong>of</strong> media<br />
products, and are introduced to entertainment<br />
licensing concepts and promotional avenues,<br />
such as trade shows, trade publications, and the<br />
Internet. In addition, this course strengthens<br />
students’ understanding <strong>of</strong> analytical tools and<br />
strategic analysis <strong>of</strong> the entertainment business,<br />
knowledge that can facilitate the success <strong>of</strong> their<br />
creative work. Consumer behavior and its effect<br />
on the success <strong>of</strong> entertainment products are<br />
also examined.<br />
Course Outline<br />
Marketing Principles and Terminology<br />
Advertising<br />
Competitive Tactics<br />
Marketing Plan Development<br />
Entertainment Licensing and Promotion<br />
Merchandising<br />
Public Relations<br />
Branding<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
BUL 4621<br />
Music Business Law<br />
and Contract Negotiations †<br />
Music Business Law and Contract<br />
Negotiations revisits and further expands on<br />
business law as it relates to the entertainment<br />
industry. Students are introduced to contract<br />
writing strategies as they examine strengths<br />
and weaknesses <strong>of</strong> real world entertainment<br />
contracts. Students are then given the<br />
opportunity to focus on their chosen creative<br />
industry and explore specific contract issues.<br />
Finally, the role <strong>of</strong> lawyers, business managers,<br />
and agents in the entertainment business<br />
industry is addressed.<br />
Course Outline<br />
Specific Legal Terminology Relating to the<br />
Music Business Industry<br />
Contract Writing and Negotiation<br />
Industry Contract Issues<br />
Lawyers, Business Managers, and Agents<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENTB 3013<br />
Principles <strong>of</strong><br />
Business Finance<br />
The Principles <strong>of</strong> Business Finance<br />
Course provides students with the skills<br />
needed to make financial decisions in a<br />
business environment. Students examine<br />
the process <strong>of</strong> financial analysis, financing<br />
operations and growth, and the concept <strong>of</strong><br />
risk versus return. In addition, fundamental<br />
financial topics are covered, such as the time<br />
value <strong>of</strong> money, capital budgeting, business<br />
valuation, risk management, and personal<br />
finance.<br />
Course Outline<br />
Financial Analysis<br />
Time Value <strong>of</strong> Money<br />
Debt vs. Equity Financing<br />
Budgeting and Forecasting<br />
Capital Budgeting Techniques<br />
Business Valuation<br />
Risk Management<br />
Personal Finance<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
MAR 3111<br />
Principles <strong>of</strong><br />
Digital Marketing<br />
The Principles <strong>of</strong> Digital Marketing<br />
Course examines the role <strong>of</strong> marketing in<br />
the 21st century. Students explore digital<br />
and mobile marketing, discussing the most<br />
prevalent types <strong>of</strong> tools, their purposes<br />
and their effectiveness in relation to the<br />
entertainment industry. Comparison to<br />
traditional marketing tactics and examples<br />
<strong>of</strong> current marketing mixes are addressed.<br />
In addition, this course builds student<br />
understanding <strong>of</strong> search engine optimization<br />
and social media marketing tools.<br />
Course Outline<br />
Digital Marketing Trends<br />
Role <strong>of</strong> Mobile Marketing<br />
Social Media Marketing<br />
Search Engine Optimization<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENTB 3623<br />
Principles <strong>of</strong><br />
Entrepreneurship<br />
The Principles <strong>of</strong> Entrepreneurship<br />
Course examines the role <strong>of</strong> entrepreneurs<br />
in the entertainment industry and their effect<br />
on the global economy. The behaviors and<br />
motivations <strong>of</strong> entrepreneurs are explored.<br />
Students learn the steps required to launch a<br />
start-up company. Other topics covered include<br />
types <strong>of</strong> business entities and tax implications,<br />
business licenses, competitive advantage,<br />
and operations. This course provides an<br />
examination <strong>of</strong> the challenges and benefits <strong>of</strong><br />
choosing entrepreneurship as a career path.<br />
Course Outline<br />
Role <strong>of</strong> the Entrepreneur<br />
The Entrepreneurial Mindset<br />
Case Studies in Entrepreneurship<br />
Entrepreneurship as a Career<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENTB 4525<br />
Pr<strong>of</strong>essional Selling<br />
The Pr<strong>of</strong>essional Selling Course<br />
teaches students the importance <strong>of</strong> the<br />
business development and client relationship<br />
management roles in both large and small<br />
companies, which are critical to the success<br />
<strong>of</strong> a business. Students learn best practices<br />
in a pr<strong>of</strong>essional sales environment and<br />
develop methods to overcome common hurdles<br />
in meeting sales objectives. Course topics<br />
include building the customer relationship,<br />
distinguishing types <strong>of</strong> sales, the relationship<br />
and differences between sales and marketing,<br />
and methods <strong>of</strong> sales forecasting and reporting.<br />
Students also learn how to deliver an effective<br />
sales presentation and explore the multitude<br />
<strong>of</strong> related career opportunities within the<br />
industry.<br />
Course Outline<br />
Role <strong>of</strong> the Sales Department<br />
Customer Buying Process<br />
Sales Proposals<br />
Leveraging Social Media in Sales<br />
Ethics in Selling<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENTB 4913<br />
Strategic Business<br />
Management<br />
The Strategic Business Management<br />
Course presents students with complex,<br />
real-world business scenarios related to the<br />
entertainment industry. Students analyze<br />
the scenarios, assess potential action steps,<br />
and develop strategic plans to address the<br />
scenarios. Through this process, students<br />
evaluate the management, marketing, financial,<br />
legal, and ethical decisions that affect realworld<br />
business decisions. Students also assess<br />
external entrepreneurial opportunities that<br />
these scenarios could generate.<br />
Course Outline<br />
Business Problem Analysis<br />
Strategic Management Decisions<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
† This specific course uses the Florida Statewide<br />
Course Numbering System (SCNS).<br />
92 FULL SAIL UNIVERSITY<br />
ENTERTAINMENT BUSINESS | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 93
Course Descriptions<br />
General Education<br />
CLP 1006<br />
Behavioral Science †<br />
The Behavioral Science Course introduces<br />
students to the psychology <strong>of</strong> self-evaluation,<br />
self-motivation, self-awareness, and selffocus.<br />
This course provides an overview on<br />
current and historical theory as it pertains to<br />
the above-mentioned areas. Students are also<br />
introduced to techniques <strong>of</strong> time management,<br />
organizational skills, active listening, and<br />
producing effective presentations.<br />
Course Outline<br />
Self-Awareness<br />
Self-Regulation<br />
Motivation<br />
Empathy<br />
Social Skills<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
MGF 1213<br />
College Mathematics †<br />
The College Mathematics Course is<br />
designed to enable students to build skills<br />
and confidence in algebra that are required to<br />
succeed in future math and core courses. Firsttime<br />
algebra students or those needing a review<br />
will begin with basic concepts and build upon<br />
these ideas by completing work that uses algebra<br />
in practical situations.<br />
Course Outline<br />
ENC 1101<br />
English Composition I* †<br />
The English Composition I Course is<br />
designed to introduce students to the writing<br />
process. Special attention is given to selecting<br />
and refining topics, identifying the audience,<br />
developing a purpose, and formulating thesis<br />
statements. Grammatical conventions and their<br />
applications are heavily stressed. Students in<br />
this course learn to compose mature, logical<br />
sentences, and paragraphs in order to create<br />
rhetorical cohesion.<br />
Course Outline<br />
Invention and Drafting<br />
Revising and Editing<br />
Grammar<br />
Essay Structure<br />
Audience Awareness<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENC 1102<br />
English Composition II<br />
The English Composition II Course is<br />
designed to build upon the competencies<br />
acquired in English Composition I and to further<br />
refine students’ writing process. Students<br />
will develop pr<strong>of</strong>iciency in academic writing,<br />
information literacy, and critical thinking<br />
abilities. Through the study <strong>of</strong> argument,<br />
persuasive appeals, and learning to identify and<br />
avoid logical fallacies, students will learn to<br />
produce sophisticated arguments <strong>of</strong> their own.<br />
PSC 1030<br />
Fundamentals <strong>of</strong><br />
Physical Science<br />
The Fundamentals <strong>of</strong> Physical Science<br />
Course teaches students how to understand<br />
the world through fundamental physical<br />
concepts such as: force and motion, energy<br />
and mechanics, electricity and magnetism,<br />
properties <strong>of</strong> solids and fluids, transmission<br />
<strong>of</strong> sound, and behavior <strong>of</strong> light. Emphasis is<br />
placed on how problems describing nature are<br />
approached in terms <strong>of</strong> physical theories and<br />
mathematical formula.<br />
Course Outline<br />
Force and Motion<br />
Energy and Mechanics<br />
Electricity and Magnetism<br />
Solids and Fluids<br />
Transmission <strong>of</strong> Sound<br />
Behavior <strong>of</strong> Light<br />
Physical Theories and<br />
Mathematical Formulas<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ECO 2005<br />
Introduction to Economics<br />
The Introduction to Economics Course<br />
examines the principles <strong>of</strong> economics that<br />
influence decision-makers, both consumers<br />
and producers, within the global economic<br />
system. Students examine the features <strong>of</strong><br />
and reasons for different economic systems<br />
throughout the world. Supply and demand,<br />
fiscal and monetary policies, and international<br />
trade benefits and costs are discussed. The<br />
course provides a solid understanding <strong>of</strong><br />
economics and how economics affects the<br />
entertainment business industry.<br />
STA 2026<br />
Introduction to Statistics †<br />
The Introduction to Statistics Course<br />
introduces statistics as a tool for decisionmaking.<br />
Students learn how data is utilized in<br />
the entertainment and music industries. They<br />
explore statistical principles such as measures<br />
<strong>of</strong> central tendency and dispersion and learn<br />
how to calculate them. Students create<br />
and interpret charts and graphs, exploring<br />
relationships found in data through correlation<br />
analysis, and assign probability and calculate<br />
the likelihood <strong>of</strong> the occurrence <strong>of</strong> events. This<br />
knowledge is applied in solving problems and<br />
making decisions based on quantifiable data.<br />
Course Outline<br />
Statistics Terminology<br />
Usage <strong>of</strong> Statistics in the Industry<br />
Graphic Presentation and Analysis <strong>of</strong><br />
Statistics<br />
Problem-Solving Using Statistics<br />
Total credit hours 3.50<br />
Course length 4 weeks<br />
MAN 3151<br />
Leadership and<br />
Organizational Behavior †<br />
The Leadership and Organizational<br />
Behavior Course consists <strong>of</strong> an inquiry into<br />
the characteristics essential in inspiring others<br />
to action. Students identify their personal<br />
strengths and weakness through selfassessment,<br />
expanding their awareness <strong>of</strong><br />
these qualities to include their effect on other<br />
individuals and group behavior. The course<br />
provides strategies for decision-making and<br />
building effective teams, and encourages<br />
students to explore the difficulties, compromises,<br />
and rewards <strong>of</strong> the collaboration process.<br />
HUM 1505<br />
Pop Culture in Media<br />
The Pop Culture in Media Course examines<br />
the role and importance <strong>of</strong> pop culture,<br />
providing a rich background for students to<br />
understand the historical and societal impact<br />
<strong>of</strong> pop culture. Students are introduced to key<br />
media milestones in pop culture history, and<br />
they explore the influence <strong>of</strong> pop culture on<br />
societal trends. Course topics range from The<br />
Beatles’ first appearance on the Ed Sullivan<br />
Show to the effects <strong>of</strong> new media in the digital<br />
age. Students develop a critical approach to<br />
analyzing the television shows, advertisements,<br />
films, books, songs, games, and web sites<br />
that permeate the media and shape societal<br />
cultures and countercultures.<br />
Course Outline<br />
Role <strong>of</strong> pop culture in society<br />
Key events in pop culture history<br />
Media controversies and decisions<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
COM 3109<br />
Pr<strong>of</strong>essional<br />
Communication<br />
and Presentation †<br />
The Pr<strong>of</strong>essional Communication<br />
and Presentation Course exposes<br />
students to various forms <strong>of</strong> written and oral<br />
communication through technical, electronic,<br />
and creative-writing activities. In addition,<br />
students develop competency in visual<br />
presentation design. Through practice and<br />
development <strong>of</strong> written and oral skills, students<br />
sharpen their abilities to craft effective<br />
documents and presentations, while gaining<br />
confidence in both the content <strong>of</strong> their message<br />
and their ability to clearly convey it.<br />
Review <strong>of</strong> Basic Arithmetic<br />
Operations with the Real Number System<br />
Course Outline<br />
Measurement and Number Systems<br />
Critical Analysis<br />
Exponents & Radical Expressions<br />
Argument Information<br />
Linear Equations & Inequalities<br />
Graphing<br />
Proportions, Formulas, and Word Problems<br />
Introductory Statistics and Probability<br />
Literacy Research<br />
Methods <strong>of</strong> Documentation <strong>of</strong> Sources<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
Course Outline<br />
Supply and Demand<br />
Course Outline<br />
Leadership<br />
Group Dynamics<br />
Course Outline<br />
Modes <strong>of</strong> Written and Oral Presentation<br />
Generating Ideas, Identifying Purpose,<br />
Business Applications and<br />
Mathematical Models<br />
Consumer Behavior<br />
International Economics<br />
Motivating<br />
Building Effective Teams<br />
and Developing Content<br />
Audience Analysis<br />
Total credit hours<br />
Course length<br />
4.00<br />
4 weeks<br />
Role <strong>of</strong> Government<br />
Decision-making<br />
Personal Image<br />
Monetary Policy<br />
Conflict Resolution<br />
Presence and Image <strong>of</strong><br />
Written Communication<br />
Total credit hours<br />
Course length<br />
4.00<br />
4 weeks<br />
Total credit hours<br />
Course length<br />
3.50<br />
4 weeks<br />
Presentation Strategies<br />
* This course is only <strong>of</strong>fered online. It is conducted over the <strong>Full</strong> <strong>Sail</strong> Online Learning Environment – a web-based platform<br />
Technical Development <strong>of</strong> a Presentation<br />
which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the<br />
Internet. Completion <strong>of</strong> the course is based on participation and successful completion <strong>of</strong> assignments.<br />
Total credit hours 4.00<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
Course length 4 weeks<br />
94 FULL SAIL UNIVERSITY<br />
ENTERTAINMENT BUSINESS | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 95
Entertainment<br />
Business<br />
Master <strong>of</strong> Science Degree Program<br />
Entertainment has a wider reach than ever before<br />
– just check your pockets for your cell phone, MP3<br />
player, or handheld game system. The delivery<br />
options available today have broadened the ways<br />
we can enjoy media both at home or on the go. And<br />
as technology continues to open new avenues for<br />
the way we consume music, movies, games, and the<br />
web, the entertainment industry has become one <strong>of</strong><br />
the most exciting fi elds for creative pr<strong>of</strong>essionals.<br />
This evolution has also brought the need for a<br />
specifi c kind <strong>of</strong> talent to lead the next wave, which<br />
is why <strong>Full</strong> <strong>Sail</strong>’s Entertainment Business Master’s<br />
program is designed to provide a higher level<br />
<strong>of</strong> real world education to students who want to<br />
position themselves for leadership roles in the media<br />
landscape. As you cover advanced business courses<br />
related to media products and distribution, you’ll<br />
gain a focused understanding <strong>of</strong> the tools used by<br />
managers, leaders, organizers, and innovators who<br />
make the decisions that help drive the success <strong>of</strong><br />
the industry.<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
Advanced<br />
Business Training<br />
Entertainment <strong>Focus</strong><br />
Capstone Project<br />
96 FULL SAIL UNIVERSITY<br />
ENTERTAINMENT BUSINESS | Master Master <strong>of</strong> Science Science Degree Program 97
ent<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
NETWORKING<br />
artist<br />
ENTERTAINMENT BUSINESS MS<br />
ADVANCED BUSINESS<br />
TRAINING<br />
ENTERTAINMENT<br />
FOCUS<br />
LEADERSHIP<br />
NEGOTIATING<br />
skills<br />
ENTERTAINMENT BUSINESS MS<br />
ADVANCED BUSINESS<br />
TRAINING ENTERTAINMENT BUSINESS MS<br />
ADVANCED BUSINESS<br />
TRAINING<br />
ENTERTAINMENT<br />
FOCUS<br />
CAPSTONE FOCUS PROJECTS<br />
BUSINESS<br />
THEORY<br />
guest<br />
ENTERTAINMENT<br />
CAPSTONE PROJECTS<br />
SPEAKERS<br />
BUSINESS<br />
THEORY<br />
BUSINESS<br />
guest<br />
THEORY<br />
guest<br />
SPEAKERS<br />
SPEAKERS<br />
pr<strong>of</strong>essional<br />
DEVELOPMENT<br />
pr<strong>of</strong>essional<br />
DEVELOPMENT<br />
SKILL<br />
development<br />
entertainment<br />
INDUSTRYcareers<br />
SKILL<br />
development<br />
entertainment<br />
INDUSTRYcareers<br />
Advanced Business Training<br />
MULTIMEDIA<br />
keynote<br />
The Entertainment Business Master’s program takes<br />
your education beyond the classroom by having<br />
you interact with the entertainment business and<br />
MULTIMEDIA presentations<br />
traditional business communities. You might meet<br />
with a commercial banker about getting business loans<br />
and other presentations<br />
bank services, or talk with a private investor<br />
and fi nd out what they look for when investing in new<br />
companies. In addition to expanding your knowledge<br />
<strong>of</strong> business theory, these meetings allow you to hone<br />
the personal skills it takes to be an engaging leader<br />
and negotiator in the entertainment world.<br />
NETWORKING<br />
artist<br />
98 FULL SAIL UNIVERSITY<br />
ENTERTAINMENT BUSINESS | Master Master <strong>of</strong> Science Science Degree Program 99<br />
SKILL<br />
development<br />
entertainment<br />
INDUSTRYcareers<br />
keynote<br />
EXECUTIVE<br />
PERSPECTIVE<br />
NETWORKING<br />
artist<br />
EXECUTIVE<br />
PERSPECTIVE<br />
DIGITAL<br />
storyboarding<br />
NETW<br />
a PE<br />
DIGI<br />
sto<br />
LEADERSHI<br />
NEGOTIA<br />
skil
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
BUSINESS<br />
THEORY<br />
guest<br />
SPEAKERS<br />
pr<strong>of</strong>essional<br />
DEVELOPMENT<br />
Entertainment <strong>Focus</strong><br />
SKILL<br />
development<br />
entertainment<br />
INDUSTRYcareers<br />
MULTIMEDIA<br />
keynote<br />
With decades <strong>of</strong> experience preparing graduates<br />
for careers<br />
SKILL<br />
in the entertainment industry, we have<br />
a unique perspective on the specifi c skills you’ll need<br />
to excel in the entertainment world. That experience<br />
has enabled us to craft a curriculum that focuses<br />
on the business development<br />
needs <strong>of</strong> the media world, bridging<br />
its creative, technical, and commercial aspects.<br />
During your coursework, you’ll spend time studying<br />
the companies that are relevant to your fi eld <strong>of</strong><br />
interest – both from an artist’s and executive’s<br />
perspective – and the daily work processes that go<br />
into making them thrive. More than just a focused<br />
curriculum, the program also features guest speakers<br />
from entertainment<br />
successful companies who talk about their<br />
experiences and relate them to your career goals.<br />
INDUSTRYcareers<br />
MULTIMEDIA<br />
T keynote presentations<br />
presentations<br />
NETWORKING<br />
artist<br />
EXECUTIVE<br />
PERSPECTIVE<br />
DIGITAL<br />
storyboarding<br />
NETWORKING<br />
artist<br />
EXECUTIVE<br />
PERSPECTIVE<br />
DIGITAL<br />
storyboarding<br />
LEADERSHIP<br />
NEGOTIATING<br />
skills<br />
marketing<br />
DISTRIBUTION<br />
LEADERSHIP<br />
NEGOTIATING<br />
skills<br />
marketing<br />
DISTRIBUTION<br />
100 FULL SAIL UNIVERSITY<br />
ENTERTAINMENT BUSINESS | Master Master <strong>of</strong> Science Science Degree Program 101
TRAINING<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
ENTERTAINMENT BUSINESS MS<br />
ENTERTAINMENT<br />
FOCUS<br />
ENTERTAINMENT<br />
FOCUS<br />
ADVANCED BUSINESS<br />
CAPSTONE PROJECTS<br />
TRAINING<br />
ENTERTAINMENT<br />
FOCUS<br />
NESS<br />
CAPSTONE PROJECTS<br />
ORY<br />
st<br />
EAKERS<br />
onal<br />
OPMENT<br />
CAPSTONE PROJECTS<br />
Capstone Project<br />
Your Master’s program is highlighted by a business<br />
plan capstone project designed to showcase the skills<br />
you’ve learned throughout the program. Adhering to<br />
a standard industry SKILL format, you’ll create a detailed<br />
proposal for your own entertainment or media<br />
development<br />
company – covering all the fi nancial aspects that an<br />
investor would want to see. Your business plan will<br />
demonstrate that you know how to think and plan like<br />
a pr<strong>of</strong>essional, including how to budget and control<br />
your fi nances, market and distribute your product,<br />
and plan for top organizational performance.<br />
THEORY development<br />
skills<br />
SPEAKERS guest<br />
SPEAKERS<br />
pr<strong>of</strong>essional<br />
BUSINESS<br />
DEVELOPMENT THEORY<br />
DEVELOPMENT<br />
pr<strong>of</strong>essional<br />
entertainment<br />
INDUSTRYcareers<br />
guest<br />
SPEAKERS<br />
entertainment<br />
entertainment<br />
INDUSTRYcareers<br />
INDUSTRYcareers<br />
MULTIMEDIA SKILL<br />
MULTIMEDIA keynote<br />
keynote<br />
development<br />
presentations<br />
NETWORKING<br />
DEVELOPMENT<br />
pr<strong>of</strong>essional<br />
MULTIMEDIA<br />
keynote presentations<br />
guest<br />
artist<br />
EXECUTIVE<br />
PERSPECTIVE<br />
DIGITAL<br />
storyboarding<br />
presentations<br />
entertainment<br />
INDUSTRYcareers<br />
MULTIMEDIA<br />
keynote<br />
presentations<br />
artist<br />
EXECUTIVE<br />
PERSPECTIVE<br />
DIGITAL NETWORKING<br />
DIGITALstoryboarding<br />
storyboarding<br />
LEADERSHIP<br />
NEGOTIATING<br />
skills<br />
marketing<br />
DISTRIBUTION<br />
artist<br />
EXECUTIVE<br />
PERSPECTIVE<br />
DIGITAL<br />
storyboarding<br />
marketing<br />
DISTRIBUTION marketing<br />
DISTRIBUTION<br />
LEADERSHIP<br />
NEGOTIATING<br />
skills<br />
marketing<br />
DISTRIBUTION<br />
102 FULL SAIL UNIVERSITY<br />
ENTERTAINMENT BUSINESS | Master Master <strong>of</strong> Science Science Degree Program 103<br />
artist<br />
EXECUTIVE<br />
PERSPECTIVE
104<br />
Overview<br />
Our Entertainment Business Master <strong>of</strong> Science<br />
Degree Program is an advanced exploration <strong>of</strong> the<br />
specifi c business and management skills you need<br />
to excel and lead in the entertainment world. This<br />
balanced and in-depth curriculum will take you<br />
through courses such as Executive Leadership,<br />
Advanced Entertainment Law, Entertainment<br />
Business Finance, Media Literacy and Research<br />
Methodologies, Business Storytelling and Brand<br />
Development, and Negotiation and Deal Making as<br />
you expand your knowledge <strong>of</strong> the way the business<br />
world works.<br />
Through this specialized education, you’ll learn<br />
the strategies <strong>of</strong> top executives and apply those to<br />
exercises that develop your own leadership abilities.<br />
As a conclusion to the program, you’ll be responsible<br />
for a comprehensive capstone project – a formal<br />
business plan – which will require you to make<br />
practical use <strong>of</strong> important entertainment business<br />
concepts like project management, fi nancial planning,<br />
publishing and distribution, contract negotiation,<br />
branding and digital marketing.<br />
This well-rounded education will help to hone your<br />
leadership and business skills in preparation for<br />
entering or advancing through the entertainment<br />
industry. To help you make that transition, we’ve got<br />
a team <strong>of</strong> Career Development pr<strong>of</strong>essionals that will<br />
help you polish your interviewing skills and résumé<br />
and get you ready to enter the industry. In addition,<br />
our Career Development services and advisors will be<br />
available for support and assistance throughout your<br />
career – not just during your education.<br />
Objective<br />
Our goal is to provide you with the focused<br />
knowledge and understanding <strong>of</strong> essential business<br />
skills necessary to be successful in a variety<br />
<strong>of</strong> entertainment business industries such as<br />
recording arts, show production and touring, digital<br />
media and web, game design and development,<br />
computer animation, and fi lm & television. The<br />
curriculum in this degree program encompasses<br />
courses that address media literacy, research<br />
methodologies, executive leadership skills, project<br />
and team management, entertainment business<br />
fi nance, negotiation techniques, product and artist<br />
management, entertainment law, media publishing,<br />
media distribution, digital marketing and business<br />
plan development.<br />
This program is designed to foster the development<br />
<strong>of</strong> highly trained individuals who want to develop<br />
careers in the business side <strong>of</strong> the entertainment<br />
fi eld. The training you receive in this program will<br />
provide you with the tools to help sustain a long<br />
and productive career in the entertainment and<br />
media industry.<br />
ENTERTAINMENT BUSINESS<br />
OVERVIEW & OBJECTIVE<br />
FULL SAIL UNIVERSITY<br />
ENTERTAINMENT BUSINESS | Master Master <strong>of</strong> Science Science Degree Program<br />
FULL SAIL UNIVERSITY 105
Entertainment Business<br />
Master <strong>of</strong> Science Degree Program<br />
PROGRAM CORE<br />
Code Course Credit Hours<br />
BUL 5628 Advanced Entertainment Law † 3.73<br />
GEB 611 Business Plan Development 3.73<br />
MAR 628 Business Storytelling and Brand Development 3.73<br />
MAR 680 Digital Marketing 3.73<br />
GEB 650 Entertainment Business Finance 3.73<br />
MMC 6256 Entertainment Media Publishing and Distribution † 3.73<br />
MAN 629 Executive Leadership 3.73<br />
EBM 691 Final Project: Business Plan 3.73<br />
EDM 601 Media Literacy and Research Methodologies* 3.20<br />
MAN 6446 Negotiation and Deal-Making † 3.73<br />
EBM 590 Product and Artist Management 3.73<br />
MAN 602 Project and Team Management 3.73<br />
Totals: 44.23<br />
Chronological Schedule by Months<br />
1 2 3 4 5 6<br />
MEDIA LITERACY & RESEARCH<br />
METHODOLOGIES<br />
EXECUTIVE<br />
LEADERSHIP<br />
PROJECT &<br />
TEAM MANAGEMENT<br />
BUSINESS STORYTELLING<br />
& BRAND DEVELOPMENT<br />
ENTERTAINMENT<br />
BUSINESS FINANCE<br />
NEGOTIATION &<br />
DEAL-MAKING<br />
7 8 9 10 11 12<br />
PRODUCT & ARTIST<br />
MANAGEMENT<br />
TOTAL CREDIT HOURS: 44<br />
TOTAL WEEKS: 48<br />
* This specific course is <strong>of</strong>fered online. Please see course description for details.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
ADVANCED<br />
ENTERTAINMENT LAW<br />
ENTERTAINMENT MEDIA<br />
PUBLISHING & DISTRIBUTION<br />
DIGITAL<br />
MARKETING<br />
BUSINESS PLAN<br />
DEVELOPMENT<br />
FINAL PROJECT:<br />
BUSINESS PLAN<br />
Course Descriptions<br />
Program Core<br />
BUL 5628<br />
Advanced<br />
Entertainment Law †<br />
This course explores advanced topics<br />
related to entertainment law, with an<br />
emphasis on entertainment contracts and<br />
intellectual property protection. Students<br />
explore, through lectures and case studies,<br />
how the digital revolution has impacted the<br />
entertainment industry and learn strategies<br />
for protecting and exploiting rights within the<br />
digital domain, with a focus on the role that<br />
entertainment law has played in the industry’s<br />
evolution. Students also have the opportunity<br />
to understand the impact <strong>of</strong> entertainment<br />
law on their specific entertainment field and<br />
examine how evolving trends are affecting<br />
the way contracts are structured within their<br />
respective industry sector.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
106 FULL SAIL UNIVERSITY<br />
ENTERTAINMENT BUSINESS | Master Master <strong>of</strong> Science Science Degree Program 107<br />
Course Outline<br />
Overview <strong>of</strong> Intellectual<br />
Property Principles<br />
Evolution <strong>of</strong> Entertainment Law<br />
Protection <strong>of</strong> Rights In the<br />
Digital Domain<br />
Role <strong>of</strong> Changing Technology<br />
Trends Affecting<br />
Entertainment Contracts<br />
Case Studies in Entertainment Law<br />
Total credit hours 3.73<br />
Course length 4 weeks<br />
GEB 611<br />
Business Plan<br />
Development<br />
The Business Plan Development Course<br />
requires students to incorporate the business<br />
skills students have developed over their<br />
course <strong>of</strong> study into research for their own<br />
business plan. In this course, students draw<br />
on their business, management, and technical<br />
knowledge to create and develop a formal<br />
business plan. Throughout the course, students<br />
receive feedback from their instructors and<br />
peers concerning the viability <strong>of</strong> their business<br />
plan in the entertainment industry.<br />
Course Outline<br />
Review <strong>of</strong> Business Concepts<br />
Development <strong>of</strong> Business Plan to Include:<br />
Research Report on the Chosen Industry<br />
Financial Plan<br />
Marketing Plan<br />
Management Plan<br />
Total credit hours 3.73<br />
Course length 4 weeks<br />
MAR 628<br />
Business Storytelling and<br />
Brand Development<br />
This course covers the two main aspects to<br />
building a strong presence in the business<br />
and consumer market: storytelling and<br />
brand development. In this course, students<br />
learn how to implement brand development<br />
strategies that help companies become icons<br />
within their industry. Students also learn how<br />
to use storytelling principles to strengthen<br />
a business and deliver a superior customer<br />
experience. Finally, students develop their<br />
own personal brand identity and create tools<br />
for real world business use.<br />
Course Outline<br />
Brand Development Overview<br />
Brand Development Principles<br />
and Techniques<br />
Brand Development Case Studies<br />
Construction <strong>of</strong> a Story<br />
Storytelling and Leadership<br />
Storytelling and Brand<br />
Personal Brand Identity<br />
Total credit hours 3.73<br />
Course length 4 weeks<br />
MAR 680<br />
Digital Marketing<br />
The Digital Marketing Course focuses on<br />
the development <strong>of</strong> effective marketing plans<br />
that promote entertainment within a dynamic<br />
digital environment. The course takes an<br />
integrated approach to digital marketing<br />
through a combination <strong>of</strong> hands-on exercises,<br />
case analysis, and current industry research.<br />
Students will explore how to coordinate<br />
marketing initiatives across online and <strong>of</strong>fline<br />
channels and between Desktop and Mobile<br />
audiences. In addition to understanding the<br />
tools and techniques required to create a<br />
digital marketing plan, students will develop<br />
the skills to manage their own pr<strong>of</strong>essional<br />
presence online.<br />
Course outline<br />
Overview <strong>of</strong> Digital Media<br />
Digital Revenue Models<br />
Mobile Trends and Technologies<br />
Measurement and Analytics<br />
Search Engine Marketing<br />
Digital Advertising and Promotion<br />
Social Media and Customer Engagement<br />
Media Planning, Buying, and<br />
Campaign Management<br />
Total credit hours 3.73<br />
Course length 4 weeks
Course Descriptions<br />
Program Core<br />
GEB 650<br />
Entertainment<br />
Business Finance<br />
The Entertainment Business Finance<br />
Course focuses on the financial decisions<br />
and issues facing the entertainment industry<br />
pr<strong>of</strong>essional. During this course, students<br />
identify and evaluate entertainment business<br />
opportunities and projects using financial<br />
principles, while also learning how to<br />
raise the necessary finances to fund an<br />
entertainment company and/or project.<br />
Students develop financial projections<br />
including startup funds and pro forma income<br />
statements for their chosen business.<br />
Additional topics in the course include the<br />
development <strong>of</strong> financial decision-making<br />
skills, financial planning, capital management,<br />
operations expense management and<br />
personal finance.<br />
Course Outline<br />
Identifying Entertainment<br />
Business Opportunities<br />
Development <strong>of</strong> Financial<br />
Decision-making Strategies<br />
Financial Planning<br />
Funding Entertainment Business Plans<br />
and/or Projects<br />
Pro Forma Financial Projections<br />
Capital Funding and Management<br />
Operations Expense Management<br />
Personal Finance<br />
Total credit hours 3.73<br />
Course length 4 weeks<br />
MMC 6256<br />
Entertainment<br />
Media Publishing<br />
and Distribution †<br />
The Entertainment Media Publishing<br />
and Distribution Course focuses on issues<br />
currently affecting media publishing and<br />
distribution. Students will study traditional as<br />
well as new digital publishing and distribution<br />
models. The course also addresses issues<br />
within the industry such as piracy, social<br />
media, digital rights management and<br />
legislation. Students will explore strategies<br />
for protecting and monetizing their creative<br />
content and will utilize traditional as well<br />
as new distribution models to develop a<br />
publishing and distribution plan for their<br />
chosen business.<br />
Course Outline<br />
Overview <strong>of</strong> Traditional Publishing and<br />
Distribution Methods<br />
Exploration <strong>of</strong> New Digital Publishing and<br />
Distribution Models<br />
Publishing and Distribution Case Studies<br />
Digital Rights Management<br />
Social Media and Piracy Issues<br />
Development <strong>of</strong> a<br />
Publishing/Distribution Plan<br />
Total credit hours 3.73<br />
Course length 4 weeks<br />
MAN 629<br />
Executive Leadership<br />
This course examines the qualities<br />
necessary to be an executive leader in<br />
today’s entertainment business field.<br />
Various industries are examined to ensure an<br />
understanding <strong>of</strong> a given industry’s leadership<br />
styles and traits. Students explore effective<br />
decision-making processes, power and<br />
influence, mentoring, leading organizational<br />
change, and investing in and managing<br />
relationships to achieve business goals.<br />
Course Outline<br />
Executive Leadership Qualities<br />
Leaders in the Entertainment<br />
Business Field<br />
Personal Assessments<br />
Power and Influence<br />
Mentoring<br />
Leading in Change<br />
Executive Leadership Case Studies<br />
Total credit hours 3.73<br />
Course length 4 weeks<br />
EBM 691<br />
Final Project:<br />
Business Plan<br />
The Business Plan is a comprehensive<br />
academic examination <strong>of</strong> a topic selected<br />
by the student. The project encompasses<br />
academic objectives and concepts learned<br />
from each course in the degree program.<br />
In their final course, students complete the<br />
written business plan and present the plan<br />
to faculty and peers. The completion <strong>of</strong> the<br />
Final Project Business Plan is a requirement<br />
<strong>of</strong> graduation for the Entertainment Business<br />
Master <strong>of</strong> Science Degree Program.<br />
Course Outline<br />
Finalize Startup Funding and<br />
Financial Pro Forma<br />
Executive Summary Development<br />
Completion <strong>of</strong> Written Business Plan<br />
Business Plan Presentation<br />
Total credit hours 3.73<br />
Course length 4 weeks<br />
EDM 601<br />
Media Literacy<br />
and Research<br />
Methodologies*<br />
In the Media Literacy and Research<br />
Methodologies Course, students review<br />
media studies literature using various<br />
resources. Utilizing the skills that they<br />
acquire from this course, students work<br />
throughout the program to develop their thesis<br />
and media project focusing their efforts on<br />
making changes to their personal practice or<br />
workplace. In this course, students will start<br />
development <strong>of</strong> media research proposals,<br />
create a literature review based upon their<br />
research, examine the progress <strong>of</strong> research<br />
questions formation, and study various research<br />
methods, learning which are appropriate to<br />
various types <strong>of</strong> research questions.<br />
Course Outline<br />
Media Research, Sampling, and Validity<br />
Online Research Databases and Tools<br />
APA Formatting and Citations<br />
Literature Review<br />
Research Proposals<br />
Media Project Formation<br />
Total credit hours 3.20<br />
Course length 4 weeks<br />
MAN 6446<br />
Negotiation<br />
and Deal-making †<br />
Negotiation and deal-making are essential<br />
business skills that enable entertainment<br />
business pr<strong>of</strong>essionals to grow companies,<br />
establish a strong business presence, and<br />
enhance product development. In this course,<br />
students explore the skills needed to become<br />
a strong negotiator and deal-maker, through<br />
instruction in topics like deal-structuring<br />
skills, self-awareness and negotiation<br />
skill development, tools and concepts for<br />
negotiation preparation, development <strong>of</strong> deal<br />
memos and contracts, negotiation and dealmaking<br />
role-playing and critiquing the roleplaying<br />
scenarios.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
108 FULL SAIL UNIVERSITY<br />
ENTERTAINMENT BUSINESS | Master Master <strong>of</strong> Science Science Degree Program 109<br />
Course Outline<br />
An Overview <strong>of</strong> Negotiation Techniques<br />
Deal-making Structures and Outlines<br />
Self-awareness and Negotiation<br />
Skill Development<br />
Role-playing Negotiation<br />
Deal Memos and Contracts<br />
Negotiation and Deal-making Case Studies<br />
Total credit hours 3.73<br />
Course length 4 weeks<br />
EBM 590<br />
Product and<br />
Artist Management<br />
The Product and Artist Management<br />
Course addresses management issues and<br />
scenarios that apply to artist management and<br />
gives students tools and strategies to help<br />
resolve these issues. Students in this course<br />
also address product management and its<br />
unique issues including the interconnectivity<br />
<strong>of</strong> artist and product management activities.<br />
Finally, students have the opportunity to apply<br />
these advanced management techniques to<br />
their specific entertainment field and examine<br />
how these principles can be applied to their<br />
business projects.<br />
Course Outline<br />
Overview <strong>of</strong> Artist Management<br />
Strategic Artist Management Techniques<br />
Overview <strong>of</strong> Product Management<br />
Strategic Product Management<br />
The Integration <strong>of</strong> the Artists and the<br />
Media Product<br />
Current Issues Affecting Artist and<br />
Product Management<br />
Problem-solving Techniques for Artists<br />
Case Studies in Artist and<br />
Product Management<br />
Total credit hours 3.73<br />
Course length 4 weeks<br />
* This course is only <strong>of</strong>fered online. It is conducted over the <strong>Full</strong> <strong>Sail</strong> Online Learning Environment – a web-based platform<br />
which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the<br />
Internet. Completion <strong>of</strong> the course is based on participation and successful completion <strong>of</strong> assignments.<br />
MAN 602<br />
Project and Team<br />
Management<br />
Students in the Project and Team<br />
Management Course are responsible<br />
for two main objectives. The first involves<br />
learning the principles <strong>of</strong> project management,<br />
including: creating a project management<br />
plan, correctly ordering tasks, understanding<br />
and considering all factors that contribute<br />
to a successful project, and staying within<br />
budget. The second objective requires<br />
students to explore the various factors <strong>of</strong><br />
team management and creating a productive<br />
team, including: matching project objectives<br />
to team member skill sets, motivating a team<br />
to accomplish project goals, empowering team<br />
members to take ownership <strong>of</strong> a project’s<br />
success, and providing mentorship to aid the<br />
team’s success.<br />
Course Outline<br />
Section 1: Project Management<br />
Creating a Project Plan<br />
Project Plan Development and Execution<br />
Project Management<br />
Budget Management<br />
Section 2: Team Management<br />
Aligning Project Tasks with Team Talent<br />
Team Management Concepts and Theories<br />
Team Management Case Studies<br />
Managing Team Morale<br />
Managing Team Time Management<br />
Confronting Team Conflict<br />
Inspiring a Team<br />
Total credit hours 3.73<br />
Course length 4 week
Film<br />
Bachelor <strong>of</strong> Science Degree Program<br />
Filmmakers have always been on the cutting edge<br />
<strong>of</strong> technology. Incorporating color and sound were<br />
early milestones, and now CGI, virtual sets, and<br />
high-defi nition cameras are opening doors that<br />
were once unimaginable. Yet, even with all <strong>of</strong> the<br />
possibilities technology introduces to the creative<br />
process, our favorite fi lms would not exist if it<br />
weren’t for the people whose drive, passion, and<br />
creativity bring these ideas to life on the big screen.<br />
In the end, it’s about storytelling – the desire to create<br />
something new and make it mean something to an<br />
audience. When you enter <strong>Full</strong> <strong>Sail</strong>’s Film Program,<br />
you join a unique group <strong>of</strong> people who understand<br />
and share that desire. From educators and guest<br />
lecturers who’ve been there, to students who share<br />
your love and passion for cinema, everyone shares<br />
a common goal – learning to make great fi lms.<br />
Graduates <strong>of</strong> this degree may apply to continue<br />
their education with the:<br />
Entertainment Business<br />
Master <strong>of</strong> Science Degree Program<br />
CAMPUS<br />
PROGRAM<br />
Game Design<br />
Master <strong>of</strong> Science Degree Program<br />
ONLINE<br />
PROGRAM<br />
CAMPUS<br />
PROGRAM<br />
ONLINE<br />
PROGRAM<br />
CAMPUS ONLINE<br />
110 FULL SAIL UNIVERSITY<br />
* IF YOU’RE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR PROGRAM ADMISSIONS<br />
Bachelor Bachelor <strong>of</strong> Science Science Degree Program<br />
PROGRAM<br />
111<br />
DEPARTMENT TO EXPLORE YOUR OPTIONS.<br />
FILM |<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
Preproduction<br />
Production<br />
Postproduction<br />
Final Project
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
planning<br />
BUDGETING<br />
SCHEDULING<br />
FULL<br />
HD<br />
studio<br />
EDITING<br />
rooms<br />
FILM<br />
filmmaking<br />
PROCESS<br />
PREPRODUCTION<br />
PRODUCTION<br />
POSTPRODUCTION<br />
create<br />
STORYBOARDS<br />
FILM<br />
TEAM<strong>of</strong><br />
filmmakers<br />
PREPRODUCTION<br />
sequence<br />
FLOW<br />
VISUAL<br />
Preproduction<br />
PRODUCTION<br />
STYLE<br />
bring YOUR<br />
STORYTO<br />
planning<br />
BUDGETING<br />
SCHEDULING<br />
Long before a director yells “Action!”, teams <strong>of</strong><br />
people have already PREPRODUCTION spent months (or even years) BUDGETING<br />
planning, budgeting, and scheduling every detail SCHEDULING<br />
<strong>of</strong> a production.<br />
Having a thorough understanding <strong>of</strong> preproduction<br />
LIFE<br />
– a critical time PRODUCTION in the fi lmmaking process – is vital to<br />
rooms<br />
creating a successful fi lm, and <strong>Full</strong> <strong>Sail</strong>’s curriculum<br />
planning<br />
starts you right at the beginning. Throughout the<br />
program, as you create multiple fi lm and video<br />
BUDGETING<br />
projects, you’ll get familiar with this process as you<br />
POSTPRODUCTION<br />
fi nalize scripts, SCHEDULING<br />
prepare budgets and schedules,<br />
create storyboards, cast filmmaking<br />
your productions, scout<br />
locations, and build sets.<br />
POSTPRODUCTION<br />
FINAL PROJECT<br />
FULL<br />
FILM<br />
finalize<br />
SCRIPTS<br />
SETbuilding<br />
As you see how all <strong>of</strong> these important parts come<br />
FINAL PROJECT<br />
together, you’ll learn how to use careful planning PROCESS<br />
and preproduction HD studio to ensure a smooth and successful<br />
production before you even pick up a camera.<br />
tools<br />
create GUIDANCE<br />
STORYBOARDS training<br />
mold FULL FULLREFINE<br />
AVID TEAM<strong>of</strong><br />
HD studio planning filmmakers protools<br />
create<br />
SCREENED<br />
EDITING<br />
for anaudience FULL<br />
HD studio<br />
EDITING<br />
rooms<br />
PROCESS<br />
filmmaking TEAM<strong>of</strong><br />
CASTING<br />
location<br />
SCOUTING<br />
STORYBOARDS<br />
sequence<br />
FLOW REAL world<br />
filmSETS TEAM<strong>of</strong><br />
VISUAL filmmakers<br />
STYLE<br />
create<br />
sequence<br />
STORYBOARDS<br />
EDITING bring YOUR FLOW<br />
rooms<br />
VISUAL<br />
STORYTO<br />
filmmakers<br />
sequence<br />
FLOW<br />
VISUAL<br />
LIFE<br />
finalize VIRTUAL<br />
SCRIPTS set<br />
SETbuilding<br />
finalize<br />
SCRIPTS<br />
CASTING<br />
location<br />
SCOUTING<br />
tools<br />
mold REFINE GUIDANCE AVID<br />
SETbuilding<br />
SCRIPTS<br />
STYLE<br />
for an audience<br />
tools<br />
GUIDANCE<br />
training<br />
trainingprotools<br />
CASTING<br />
SCREENED mold REFINE AVID location<br />
protools SCOUTING REAL world<br />
filmSETS<br />
112 FULL SAIL UNIVERSITY<br />
Bachelor Bachelor <strong>of</strong> Science Science Degree Program 113<br />
STYLE<br />
bring YOUR<br />
finalize<br />
SCREENED<br />
for an audience<br />
STORYTO<br />
LIFESETbuilding<br />
CASTING<br />
location<br />
SCOUTING<br />
tools<br />
GUIDANCE<br />
training<br />
REAL world<br />
filmSETS<br />
mold REFINE AVID<br />
protools<br />
FILM |<br />
VIRTUAL<br />
set<br />
VIRTUAL<br />
se<br />
VIRTUAL<br />
set
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
finalize<br />
SCRIPTS<br />
SETbuilding<br />
PRODUCTION<br />
POSTPRODUCTION<br />
tools<br />
mold REFINE AVID<br />
SCREENED<br />
FILM<br />
for anaudience PREPRODUCTION<br />
PRODUCTION<br />
POSTPRODUCTION<br />
CASTING<br />
planning<br />
BUDGETING<br />
SCHEDULING<br />
FULL<br />
HD<br />
location<br />
SCOUTING<br />
FILM<br />
FINAL PROJECT GUIDANCE<br />
training<br />
PREPRODUCTION<br />
protools<br />
REAL world<br />
filmSETS<br />
studio<br />
EDITING<br />
rooms<br />
PRODUCTION<br />
POSTPRODUCTION<br />
FINAL PROJECT<br />
BUDGETING<br />
SCHEDULING<br />
FULL<br />
HD<br />
create<br />
STORYBOARDS<br />
TEAM<strong>of</strong><br />
filmmakers<br />
sequence<br />
FLOW<br />
VISUAL<br />
studio<br />
EDITING<br />
rooms<br />
VIRTUAL filmmaking<br />
PROCESS planning<br />
set<br />
BUDGETING<br />
SCHEDULING<br />
FULL<br />
HD<br />
studio<br />
EDITING<br />
rooms<br />
filmmaking<br />
PROCESS<br />
STORYBOARDS SCRIPTS<br />
TEAM<strong>of</strong><br />
filmmakers<br />
sequence<br />
FLOW<br />
VISUAL<br />
STYLE<br />
SETbuilding<br />
tools<br />
GUIDANCE<br />
training<br />
mold REFINE AVID<br />
protools<br />
114 FULL SAIL UNIVERSITY<br />
Bachelor Bachelor <strong>of</strong> Science Science Degree Program 115<br />
STYLE<br />
finalize<br />
SCRIPTS<br />
SETbuilding<br />
bring YOUR<br />
STORYTO<br />
LIFE<br />
create<br />
STORYBOARDS<br />
TEAM<strong>of</strong><br />
filmmakers<br />
sequence<br />
FLOW<br />
VISUAL<br />
STYLE<br />
CASTING<br />
bring YOURlocation<br />
SCOUTING<br />
STORYTO<br />
LIFE<br />
mold REFINE AVID<br />
SCREENED<br />
for anaudience finalize<br />
SCRIPTS<br />
tools<br />
GUIDANCE<br />
training<br />
protools<br />
Production<br />
FILM |<br />
location<br />
SCOUTING<br />
REAL world<br />
filmSETS<br />
Once the planning is fi nished, it’s time to get started.<br />
Production is the phase <strong>of</strong> a fi lm where the actors,<br />
crew, producers, and directors all work together<br />
SETbuilding<br />
to create what you see on-screen. It takes all kinds<br />
<strong>of</strong> people to make a fi lm set run smoothly – from<br />
directors <strong>of</strong> photography to audio techs to production<br />
designers to second assistant directors to script<br />
supervisors – and our Film curriculum is designed to<br />
give you experience with all <strong>of</strong> these different roles<br />
on real world fi lm shoots.<br />
Through multiple productions in multiple styles<br />
using 35mm, 16mm, HD, and DV cameras, you’ll<br />
learn and cycle through various positions on a<br />
fi lm shoot as you work with other students to<br />
form a team <strong>of</strong> fi lmmakers.<br />
To achieve your vision, you might need to build<br />
the world it lives in. That’s why we give you eight<br />
soundstages, VIRTUAL<br />
a backlot,<br />
set<br />
location grip trucks, and a<br />
full HD studio. No matter what story you want to tell,<br />
you’ll have the tools, the guidance, and the training<br />
to capture it.<br />
CASTING<br />
location<br />
SCOUTING<br />
mold REFINE AVID<br />
SCREENED<br />
for an audience<br />
tools<br />
GUIDANCE<br />
training<br />
protools<br />
REAL world<br />
filmSETS<br />
VIR
CTION<br />
RODUCTION<br />
PROJECT<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
FULL<br />
HD<br />
studio<br />
POSTPRODUCTION<br />
EDITING<br />
rooms<br />
FINAL PROJECT<br />
filmmaking<br />
PROCESS<br />
FILM<br />
PREPRODUCTION<br />
PRODUCTION<br />
POSTPRODUCTION<br />
TEAM<strong>of</strong><br />
HD studio<br />
filmmakers<br />
EDITING<br />
sequencerooms<br />
FLOW<br />
VISUAL<br />
STYLE<br />
filmmaking<br />
bring YOUR<br />
PROCESS<br />
STORYTO<br />
LIFE<br />
FILM<br />
PREPRODUCTION<br />
PRODUCTION<br />
POSTPRODUCTION<br />
FINAL PROJECT<br />
SETbuilding<br />
filmmakers<br />
sequence<br />
FLOW<br />
VISUAL<br />
STYLE<br />
planning<br />
BUDGETING<br />
mold REFINE AVID<br />
SCREENED<br />
bring YOUR<br />
SCHEDULING<br />
STORYTO<br />
LIFE<br />
FULL<br />
HD studio<br />
mold REFINE<br />
create finalize<br />
protools<br />
STORYBOARDS<br />
SCREENED<br />
bring YOUR<br />
Postproduction<br />
for anaudience SETbuilding<br />
LIFE<br />
It’s said that where a fi lm really comes to life is in the<br />
editing room. In postproduction, important decisions CASTING<br />
are made about the sequence, fl ow, and visual style<br />
<strong>of</strong> a fi lm. Scenes are cut and rearranged and the fi lm<br />
begins to take its fi nal shape.<br />
But the visuals are just one aspect <strong>of</strong> postproduction.<br />
This is where you mold and refi ne every tools aspect <strong>of</strong><br />
your fi lm – recording and editing additional dialogue,<br />
sound effects, and music, as well as GUIDANCE<br />
creating digital<br />
visual effects that may be essential to training<br />
the story,<br />
adding titles, and polishing every detail <strong>of</strong> your fi lm.<br />
Whatever you need to do to make your fi lm come<br />
together, you’ll have the tools at your disposal<br />
throughout your education – multiple Avid editing<br />
labs, Apple Final Cut Pro editing workstations,<br />
Pro Tools audio workstations, and much more.<br />
SCRIPTS<br />
FILM | REAL world<br />
116 FULL SAIL UNIVERSITY<br />
Bachelor Bachelor <strong>of</strong> Science Science Degree Program 117<br />
FINAL PROJECT<br />
planning<br />
BUDGETING<br />
SCHEDULING<br />
FULL<br />
HD<br />
studio<br />
EDITING<br />
rooms<br />
filmmaking<br />
PROCESS<br />
FULL<br />
for an audience<br />
EDITING<br />
rooms<br />
filmmaking<br />
PROCESS<br />
create<br />
STORYBOARDS<br />
TEAM<strong>of</strong><br />
filmmakers<br />
sequence<br />
FLOW<br />
VISUAL<br />
STYLE<br />
bring YOUR<br />
STORYTO<br />
SCOUTING<br />
tools<br />
GUIDANCE<br />
training<br />
TEAM<strong>of</strong><br />
REAL filmmakers world<br />
filmSETS<br />
finalize<br />
SCRIPTS<br />
sequence<br />
FLOW<br />
VISUAL<br />
STYLE<br />
STORYTO<br />
SETbuilding<br />
mold REFINE AVID<br />
SCREENED<br />
for an audience<br />
VIRTUAL<br />
mold REFINE<br />
SCREENED<br />
set<br />
for an audience<br />
location<br />
SCOUTING<br />
protools<br />
filmSETS<br />
C<br />
VIR
te<br />
RYBOARDS<br />
M<strong>of</strong><br />
makers<br />
quence<br />
OW<br />
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TORYTO<br />
IFE<br />
PRODUCTION<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
POSTPRODUCTION<br />
FINAL PROJECT<br />
FINAL PROJECT<br />
finalize<br />
SCRIPTS<br />
SETbuilding<br />
CASTING<br />
mold REFINE AVID<br />
SCREENED<br />
for an audience<br />
HD studio<br />
EDITING<br />
filmmaking<br />
rooms<br />
filmmaking<br />
PROCESS<br />
PROCESS<br />
Final Project<br />
Through most <strong>of</strong> the Film program, you’re learning,<br />
refi ning, experimenting, and fi guring out how to<br />
handle yourself on a real world fi lm set, regardless <strong>of</strong><br />
whether you’re a production assistant or sitting in the<br />
director’s chair. For your fi nal project, you’ll put all<br />
that experience and knowledge together to make<br />
a 35mm movie from scratch.<br />
Working with a crew made entirely <strong>of</strong> your classmates,<br />
you start with the script and proceed to work through<br />
the entire fi lmmaking process, starting with<br />
preproduction – casting, budgeting, storyboarding,<br />
and more. Then your team moves on to production –<br />
you can design and build your own set, go on location,<br />
or maybe shoot on our existing backlot VIRTUAL<br />
with locations<br />
like New Orleans and Venice. After all the footage<br />
is shot, it’s time to head to the edit bays in set Advanced<br />
Post-production class to put it all together and bring<br />
the story to life.<br />
location<br />
SCOUTING<br />
tools<br />
GUIDANCE<br />
training<br />
The reward for this whole process is seeing your<br />
crew’s fi lm screened in a movie theater for an<br />
audience <strong>of</strong> classmates, family, and industry<br />
pr<strong>of</strong>essionals. When it’s all done, you’ll have<br />
another valuable asset for your reel – something<br />
that really shows <strong>of</strong>f your capabilities.<br />
protools<br />
REAL world<br />
This whole process is something you’ll need to<br />
know well when you work in the industry, and you’ll<br />
get comfortable with it right here on campus.<br />
filmSETS<br />
filmmakers<br />
sequence<br />
FLOW<br />
VISUAL<br />
STYLE<br />
bring YOUR<br />
STORYTO<br />
LIFE<br />
bring YOUR<br />
SETbuilding<br />
STYLE<br />
GUIDANCE<br />
training<br />
mold REFINESCREENED AVID<br />
STORYTO<br />
LIFE<br />
SCREENEDFILM<br />
for an audience<br />
PREPRODUCTION<br />
PRODUCTION<br />
POSTPRODUCTION<br />
FINAL PROJECT<br />
protools<br />
for an audience<br />
REAL world<br />
filmSETS<br />
planning<br />
BUDGETING<br />
SCHEDULING<br />
118 FULL SAIL UNIVERSITY<br />
Bachelor Bachelor <strong>of</strong> Science Science Degree Program 119<br />
FULL<br />
HD<br />
studio<br />
EDITING<br />
rooms<br />
filmmaking<br />
PROCESS<br />
set<br />
protools<br />
REAL world<br />
filmSETS<br />
FILM |<br />
create<br />
STORYBOARDS<br />
TEAM<strong>of</strong><br />
filmmakers<br />
sequence<br />
FLOW<br />
VISUAL<br />
STYLE<br />
bring YOUR<br />
STORYTO<br />
LIFE
120<br />
Overview<br />
Our Film Bachelor <strong>of</strong> Science Degree Program is<br />
built around actual industry workfl ow, so you learn<br />
your way around a set while you’re in school. The<br />
Film curriculum will have you planning productions,<br />
writing scripts, creating storyboards, and learning<br />
how to shoot on a variety <strong>of</strong> cameras – 16mm, 35mm,<br />
HD, and more – and in a variety <strong>of</strong> styles.<br />
You’ll build sets (and break them down) on spacious<br />
soundstages and shoot on our studio backlot, hold<br />
casting calls, work on the actors’ make-up, and create<br />
special effects to enhance your fi lms. Then, when the<br />
fi lm is in the can, you’ll edit, work on visual effects,<br />
polish the sound, and prepare the fi lm for viewing on<br />
the big screen.<br />
In addition to fi lm production, you’ll also learn<br />
photography, HD broadcast production, production<br />
budgeting, and lighting, as well as courses focusing<br />
on computer business applications, personal fi nance<br />
management, communication skills, and how to<br />
prepare yourself for that fi rst step into the fi lm industry.<br />
To help you make that transition, we’ve also got a team<br />
<strong>of</strong> Career Development pr<strong>of</strong>essionals that can help<br />
you polish your interviewing skills and résumé and get<br />
you ready to enter the industry. In addition, our Career<br />
Development services and advisors will be available for<br />
support and assistance throughout your career – not<br />
just during your education.<br />
Objective<br />
Our goal is to provide you with the focused<br />
knowledge and understanding <strong>of</strong> fi lm theory and craft<br />
needed to qualify for entry-level, industry positions<br />
as independent fi lmmakers, camera operators,<br />
production assistants, editors, sound designers,<br />
assistant directors, unit production managers,<br />
art directors, video editors, lighting technicians,<br />
director’s assistants, dialogue editors, and a variety<br />
<strong>of</strong> other positions in the fi lm and video industry. This<br />
program will also help you develop team building<br />
skills necessary for the fi lm industry and instruct you<br />
in the pr<strong>of</strong>essional presentation <strong>of</strong> fi lm projects.<br />
In addition to technical pr<strong>of</strong>i ciency and creative<br />
development, your education will help you develop<br />
critical thinking, problem solving, and analytical skills<br />
that contribute to life learning, providing you with tools<br />
to help sustain a long and productive pr<strong>of</strong>essional<br />
career in the entertainment and media industry.<br />
FILM<br />
OVERVIEW & OBJECTIVE<br />
FULL SAIL UNIVERSITY<br />
Bachelor Bachelor <strong>of</strong> Science Science Degree Program<br />
FULL SAIL UNIVERSITY 121<br />
FILM |
Film<br />
Bachelor <strong>of</strong> Science Degree Program<br />
PROGRAM CORE<br />
Code Course Credit Hours<br />
FLM 335 Advanced Lighting 3.07<br />
FLM 496 Advanced Post-production I 4.00<br />
FLM 497 Advanced Post-production II 3.60<br />
FLM 3457 Art Direction I † 2.00<br />
FLM 3467 Art Direction II 0.80<br />
FLM 372 Cinematography 3.47<br />
FIL 2771 Digital Cinematography I † 4.80<br />
FIL 2781 Digital Cinematography II † 2.40<br />
FLM 267 Directing I 2.40<br />
FLM 268 Directing II 1.07<br />
FLM 442 Documentary Filmmaking I 2.53<br />
FLM 443 Documentary Filmmaking II 1.60<br />
FLM 431 Film Production I 4.27<br />
FLM 432 Film Production II 3.47<br />
FLM 487 Final Project I 3.47<br />
FLM 488 Final Project II 4.00<br />
FLM 345 HD Production I 3.73<br />
FLM 346 HD Production II 3.47<br />
FIL 1034 History <strong>of</strong> Motion Picture Arts † 2.67<br />
PGY 1106 Introduction to Digital Photography 3.07<br />
FLM 321 Introduction to Editing and Visual Effects 4.67<br />
FLM 241 Lighting I 3.47<br />
FLM 242 Lighting II 3.20<br />
Chronological Schedule by Months<br />
1 2 3 4 5<br />
ENGLISH COMPOSITION I CREATIVE WRITING<br />
BEHAVIORAL SCIENCE<br />
INTRODUCTION TO<br />
DIGITAL PHOTOGRAPHY<br />
COMPUTER SCIENCE<br />
& INTERNET<br />
COLLEGE MATHEMATICS<br />
LIGHTING I LIGHTING II<br />
HISTORY OF MOTION<br />
PICTURE ARTS<br />
PUBLIC SPEAKING<br />
6 7 8 9 10<br />
SOUND FOR FILM<br />
DIGITAL<br />
CINEMATOGRAPHY I<br />
DIGITAL<br />
CINEMATOGRAPHY II<br />
STORYTELLING DIRECTING I DIRECTING II<br />
INTRODUCTION TO<br />
EDITING & VISUAL EFFECTS<br />
DOCUMENTARY<br />
FILMMAKING I<br />
ADVANCED<br />
LIGHTING<br />
DOCUMENTARY<br />
FILMMAKING II<br />
11 12 13 14 15<br />
HD PRODUCTION I HD PRODUCTION II CINEMATOGRAPHY FILM PRODUCTION I FILM PRODUCTION II<br />
MAKEUP FOR<br />
MOTION PICTURES<br />
ART HISTORY<br />
PRODUCTION<br />
DESIGN<br />
ART DIRECTION I ART DIRECTION II<br />
16 17 18 19 20<br />
POSTPRODUCTION FINAL PROJECT I FINAL PROJECT II<br />
FLM 246 Makeup for Motion Pictures 2.40<br />
FLM 457 Post-production 4.00<br />
FLM 463 Producing Independent Film 5.07<br />
FLM 354 Production Design 2.80<br />
FLM 235 Sound for Film 3.73<br />
FLM 223 Storytelling* 3.60<br />
Totals: 92.83<br />
GENERAL EDUCATION<br />
Code Course Credit Hours<br />
ART 2007 Art History* 4.00<br />
CLP 1006 Behavioral Science † 4.00<br />
MGF 1213 College Mathematics † 4.00<br />
CGS 1000 Computer Science and Internet* † 4.00<br />
CRW 2000 Creative Writing* † 4.00<br />
ENC 1101 English Composition I* † 4.00<br />
SPC 2140 Interpersonal Communications 4.00<br />
SPC 1606 Public Speaking † 4.00<br />
Totals: 32.00<br />
ADVANCED<br />
POSTPRODUCTION I<br />
INTERPERSONAL<br />
COMMUNICATIONS<br />
TOTAL CREDIT HOURS: 124.5<br />
TOTAL WEEKS: 80<br />
* These specific courses are <strong>of</strong>fered online. Please see course description for details.<br />
† These specific courses use the Florida Statewide Course Numbering System (SCNS).<br />
ADVANCED<br />
POSTPRODUCTION II<br />
PRODUCING<br />
INDEPENDENT FILM<br />
Course Descriptions<br />
Program Core<br />
FLM 335<br />
Advanced Lighting<br />
Advanced Lighting is the second <strong>of</strong><br />
two lighting courses in the Film Program.<br />
This course teaches lighting in a variety <strong>of</strong><br />
mediums, including film, digital video, and high<br />
definition. Building upon the topics covered in<br />
the previous lighting course, students explore<br />
the concepts <strong>of</strong> analyzing a script, lighting for<br />
character movement, dramatic lighting <strong>of</strong> art<br />
direction, and the interpretation <strong>of</strong> lighting a<br />
scene. The dramatic nuances <strong>of</strong> scenes are<br />
then analyzed and enhanced by creating<br />
various lighting setups.<br />
122 FULL SAIL UNIVERSITY<br />
Bachelor Bachelor <strong>of</strong> Science Science Degree Program 123<br />
Course Outline<br />
Lighting for Video, Film, and<br />
High Definition<br />
Interpretation <strong>of</strong> Lighting a Scene<br />
Analyzing the Script<br />
Dramatic Lighting <strong>of</strong> Art Direction<br />
Lighting for Character Movement<br />
Total credit hours 3.07<br />
Course length 4 weeks<br />
FLM 496<br />
Advanced<br />
Post-production I<br />
This Advanced Post-production I Course<br />
focuses on completing a digital or film finish and<br />
using finishing tools such as color correction<br />
and basic effects. Advanced editing theory<br />
by Murch, Kuleshov, and others demonstrate<br />
methods <strong>of</strong> storytelling through the edit. Other<br />
techniques such as multi-camera editing and<br />
two stage workflows are covered as well.<br />
Students also go over the post-production<br />
process <strong>of</strong> taking the film from raw footage to<br />
final release.<br />
Course Outline<br />
Editing Theory<br />
Workflow and Formats<br />
Editorial <strong>of</strong> Final Project<br />
Assistant Editor Duties<br />
Film and Digital Finishing<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
FLM 497<br />
Advanced<br />
Post-production II<br />
The Advanced Post-production II<br />
Course focuses on the finishing touches <strong>of</strong><br />
a film. Students study visual effects such as<br />
compositing, motion tracking and graphics.<br />
These tools include digital mattes, painting<br />
tools, and 3D functionality. This is done on a<br />
high-end editing system where the final project<br />
will be assembled and readied for distribution.<br />
These systems allow for uncompressed video<br />
and film resolutions.<br />
Course Outline<br />
S<strong>of</strong>tware Introduction<br />
Visual Effects<br />
Compositing<br />
Motion Tracking<br />
Assemble Lab Projects<br />
Total credit hours 3.60<br />
Course length 4 weeks<br />
FLM 3457<br />
Art Direction I †<br />
The Art Direction I Course teaches<br />
students, through lectures and handson<br />
experience, pr<strong>of</strong>essional methods<br />
<strong>of</strong> implementing sets for film and digital<br />
video production. Students receive further<br />
instruction in production design and are trained<br />
to build, paint and add set dressing as they<br />
fabricate a film set from concept to completion<br />
for use in the 16mm Film Production Course.<br />
Course Outline<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
Production Design<br />
Prototypes<br />
Color Theory and Scenic Paint<br />
Set Decoration and Props<br />
Set Construction<br />
Total credit hours 2.00<br />
Course length 4 weeks<br />
FLM 3467<br />
Art Direction II<br />
In the Art Direction II Course, students<br />
facilitate designs during the pre production<br />
phase <strong>of</strong> the 16mm Film Production by<br />
completing set construction, applying scenic<br />
paint, acquiring set decoration and applying<br />
dressing. During the course <strong>of</strong> production,<br />
students act as the on-set art department.<br />
Course Outline<br />
Set Design Implementation<br />
Set Construction<br />
Scenic Paint Application<br />
Set Decoration Acquisition<br />
Set Dressing Application<br />
Total credit hours 0.80<br />
Course length 4 weeks<br />
FLM 372<br />
Cinematography<br />
The Cinematography Course introduces<br />
students to the art and operation <strong>of</strong> motion<br />
picture film cameras, by providing an in-depth<br />
overview <strong>of</strong> terminology, camera structure and<br />
camera operation. Students will apply what<br />
they are learning by shooting a short film during<br />
the course.<br />
Course Outline<br />
Film Formats<br />
Film Stocks<br />
Exposure<br />
Composition<br />
Camera Movement<br />
Camera Crew Members<br />
Study Work <strong>of</strong> the Great Cinematographers<br />
Total credit hours 3.47<br />
Course length 4 weeks<br />
FILM |<br />
FIL 2771<br />
Digital Cinematography I †<br />
The Digital Cinematography I Course<br />
introduces students to the art and operation<br />
<strong>of</strong> digital video cameras. The course provides<br />
in-depth and practical knowledge <strong>of</strong> the<br />
differences that digital cameras <strong>of</strong>fer digital<br />
filmmakers by way <strong>of</strong> control over digital<br />
images during acquisition. Digital attributes<br />
such as RGB changes, scene pr<strong>of</strong>iling, gamma<br />
adjustment, and black pedestal control will be<br />
explored and evaluated.<br />
Course Outline<br />
Common Digital Formats and Terms<br />
Digital Compared to Film<br />
Scene Pr<strong>of</strong>iling and Image Control<br />
Total credit hours 4.80<br />
Course length 4 weeks<br />
FIL 2781<br />
Digital Cinematography II †<br />
In the Digital Cinematography II Course,<br />
provides students an opportunity to implement<br />
concepts learned in Digital Cinematography<br />
I and Introduction to Digital Photography.<br />
Students will be challenged to shoot a variety<br />
<strong>of</strong> portfolio shots that demonstrate their<br />
thorough knowledge <strong>of</strong> basic cinematography<br />
as well as concepts unique to digital<br />
cinematography.<br />
Course Outline<br />
Portfolio Proposal<br />
Shoot 1: Basic Camera and Lens Movement<br />
Shoot 2: Digitally Adjusted Acquisitions<br />
Portfolio Assembly and Assessment<br />
Total credit hours 2.40<br />
Course length 4 weeks
Course Descriptions<br />
Program Core<br />
FLM 267<br />
Directing I<br />
The Directing I Course focuses on the<br />
many aspects <strong>of</strong> directing. Students learn the<br />
responsibilities <strong>of</strong> the director through all phases<br />
<strong>of</strong> the filmmaking process (preproduction,<br />
production and post production). The students<br />
will gain accurate knowledge in the areas <strong>of</strong><br />
directing actors and understanding the actor’s<br />
language. Students also gain knowledge<br />
concerning all aspects <strong>of</strong> pre-visualization,<br />
composition and crew/set etiquette.<br />
Course Outline<br />
Film Analysis/Types<br />
Composition/Shot<br />
Directing Actors<br />
The Rehearsal Process<br />
Pre-visualization/Forms<br />
The Directors Team<br />
History <strong>of</strong> Directing/Acting<br />
Total credit hours 2.40<br />
Course length 4 weeks<br />
FLM 268<br />
Directing II<br />
The Directing II Course focuses on<br />
application <strong>of</strong> the director’s knowledge.<br />
Students also focus on shooting for the edit<br />
and motivating camera movement. Through<br />
workshops the students will combine all lab<br />
and lecture material together within a scene<br />
from scripts to be produced.<br />
Course Outline<br />
Understanding Basic Editing<br />
Understanding Scene Study<br />
Performance/Composition<br />
Implementing Pre-visualization/Paperwork<br />
Total credit hours 1.07<br />
Course length 4 weeks<br />
FLM 442<br />
Documentary<br />
Filmmaking I<br />
The Documentary Filmmaking I Course<br />
examines various techniques necessary to<br />
direct and produce documentary films. While<br />
course topics include directing, producing,<br />
preproduction, history, writing, genres, and<br />
interviews for documentary films, students<br />
also delve into the philosophy <strong>of</strong> ethics and<br />
research as it pertains to the preproduction<br />
and production <strong>of</strong> non-fiction story telling.<br />
Course Outline<br />
Genres and History<br />
Research, Writing, and Budgeting<br />
Interviewing and Field Production<br />
Ethics and Resources<br />
Total credit hours 2.53<br />
Course length 4 weeks<br />
FLM 443<br />
Documentary<br />
Filmmaking II<br />
The Documentary Filmmaking II<br />
Course begins with the production <strong>of</strong> a short<br />
documentary project for which preproduction<br />
was finished in DFM I. Students work on a group<br />
documentary project in crews with specific jobs<br />
including Unit Production Manager, Director,<br />
Director <strong>of</strong> Photography, Camera Operator, 1st<br />
Assistant Director, Script Supervisor, Audio<br />
Mixer, Boom Operator, and Editor. During<br />
production and post-production labs students<br />
and faculty review various phases <strong>of</strong> the<br />
process, and each group completes a finished<br />
documentary project. All students participate in<br />
every aspect <strong>of</strong> production and post-production.<br />
Course Outline<br />
Production Organization<br />
Shooting the Documentary<br />
Editing the Documentary<br />
Ethics and Resources<br />
Total credit hours 1.60<br />
Course length 4 weeks<br />
FLM 431<br />
Film Production I<br />
The Film Production I Course examines the<br />
film process from preproduction to production<br />
in the 16mm film medium. In this course,<br />
students become familiar with each <strong>of</strong> the<br />
positions involved in a pr<strong>of</strong>essional production<br />
by participating in labs that give them handson<br />
experience. Subjects covered include<br />
directing, cinematography, shooting styles,<br />
lenses, audio for film, working with talent,<br />
lighting, and production management.<br />
Course Outline<br />
Film Production Process<br />
Directing and Producing<br />
Film Equipment<br />
Labs<br />
Total credit hours 4.27<br />
Course length 4 weeks<br />
FLM 432<br />
Film Production II<br />
In the Film Production II Course,<br />
students practically apply the concepts<br />
learned in Film Production I via hands on<br />
production experience.<br />
Course Outline<br />
Film Production <strong>of</strong> Short 16mm Film<br />
Footage Critique<br />
Total credit hours 3.47<br />
Course length 4 weeks<br />
FLM 487<br />
Final Project I<br />
The Final Project I Course exposes students<br />
to various facets <strong>of</strong> advanced filmmaking as<br />
they prepare to make a 35mm narrative film.<br />
This course is supported by lectures including<br />
advanced cinematography, directing actors,<br />
advanced lighting and copyright. Practical<br />
application <strong>of</strong> skills in this course includes<br />
preproduction, script analysis, casting, location<br />
scouting, and production design.<br />
Course Outline<br />
Preproduction<br />
Script Analysis<br />
Job Descriptions<br />
Directing Talent<br />
Intro to Cinematography<br />
Location Scout<br />
Music Rights<br />
Film Stocks & Latitude<br />
Lenses & Metering<br />
Art Direction<br />
Total credit hours 3.47<br />
Course length 4 weeks<br />
FLM 488<br />
Final Project II<br />
The Final Project II Course continues<br />
preproduction and art direction through the<br />
completion <strong>of</strong> principle photography. Students<br />
apply their knowledge in departments including<br />
grip/electric, camera, sound, and directorial.<br />
Subjects covered include 35mm camera systems,<br />
production sound and production management.<br />
Production locations are dependent upon the<br />
script and range from soundstages to various<br />
external, on-location sites.<br />
Course Outline<br />
Advanced Camera and Camera Assistant<br />
Art Direction<br />
Ins and Outs <strong>of</strong> Film Magazines<br />
Intro to Arriflex Studio & Light Cameras<br />
Arriflex Studio & Light Cameras<br />
Jib and Crane<br />
Blocking<br />
Pre-light<br />
Production for Final Project<br />
FLM 345<br />
HD Production I<br />
In the HD Production I Course, students<br />
learn techniques and technologies required<br />
for creating live television productions<br />
using high definition cameras. Starting<br />
with basic camera principles and setups,<br />
students explore the details <strong>of</strong> ENG and<br />
EFP production and live multi-camera<br />
television studio production. This course<br />
also addresses directing, production audio,<br />
lighting, and all the positions necessary for<br />
television studio production.<br />
Total credit hours 4.00<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
124 FULL SAIL UNIVERSITY<br />
Course length 4 weeks<br />
Bachelor Bachelor <strong>of</strong> Science Science Degree Program 125<br />
Course Outline<br />
Field and Studio Cameras<br />
The Control Room<br />
Television Crew Positions<br />
Live Directing<br />
Total credit hours 3.73<br />
Course length 4 weeks<br />
FLM 346<br />
HD Production II<br />
In the HD Production II Course, students<br />
use the skills acquired in HD Production I to<br />
produce a live Television show. Students are<br />
responsible for all aspects <strong>of</strong> preproduction,<br />
field production, editing, graphics, and writing.<br />
Students then produce a television show that<br />
includes both live and pre-produced segments.<br />
Course Outline<br />
Preproduction<br />
Field Production<br />
Studio Engineering<br />
Television Graphics<br />
Studio Production<br />
Total credit hours 3.47<br />
Course length 4 weeks<br />
FIL 1034<br />
History <strong>of</strong> Motion<br />
Picture Arts †<br />
The History <strong>of</strong> Motion Picture Arts<br />
Course explores motion pictures as an art<br />
form, as a business, and a representation <strong>of</strong><br />
society. Students examine how film has become<br />
a dominant force in American culture through<br />
studying subjects like the birth <strong>of</strong> film, the golden<br />
age <strong>of</strong> silent films, World War II, non- Hollywood<br />
films, the New Cinema <strong>of</strong> the 1960’s era, and the<br />
Hollywood Renaissance.<br />
Course Outline<br />
The Birth <strong>of</strong> Movies<br />
The Golden Age <strong>of</strong> Silent Films<br />
Integration <strong>of</strong> Sound<br />
World War II: Decline <strong>of</strong> the Studio System<br />
The Documentary<br />
Foreign Films<br />
Close-up: Master Filmmaker<br />
Alfred Hitchcock<br />
The New Cinema <strong>of</strong> the 1960’s<br />
The Hollywood Renaissance<br />
Final Exam<br />
Total credit hours 2.67<br />
Course length 4 weeks<br />
PGY 1106<br />
Introduction to<br />
Digital Photography<br />
The Introduction to Digital Photography<br />
Course exposes the student to still<br />
photography and the storytelling process using<br />
their camera. Good composition, the discipline<br />
<strong>of</strong> the frame, proper exposure, lens theory,<br />
and portfolio creation are presented as the<br />
building blocks <strong>of</strong> visual storytelling in this<br />
dynamic hands-on experience. Students learn<br />
to effectively use iLife s<strong>of</strong>tware products<br />
(iPhoto, iWeb) to catalog, manipulate and<br />
present their photographs.<br />
Course Outline<br />
Lens Theories<br />
Image Editing and iWeb Creation<br />
Archiving Your Digital Workflow<br />
Final Course Project<br />
Total credit hours 3.07<br />
Course length 4 weeks<br />
FLM 321<br />
Introduction to Editing<br />
and Visual Effects<br />
Introduction to Editing and Visual<br />
Effects is the preliminary postproduction<br />
course <strong>of</strong> the degree program. In this course,<br />
students are introduced to the concepts <strong>of</strong><br />
aesthetic editing and the role <strong>of</strong> the editor as<br />
a storyteller. Students are also introduced<br />
to many postproduction concepts, including<br />
dialogue editing, scene transitions, time and<br />
space perception, tempo, sound effects, visual<br />
effects, editing with music, and mood changes.<br />
Course Outline<br />
Introduction to Editing Systems<br />
The Editor as a Storyteller<br />
Tempo, Mood, and Transitions<br />
Dialogue, Sound Effects, and Music<br />
Visual Effects<br />
Total credit hours 4.67<br />
Course length 4 weeks<br />
FLM 241<br />
Lighting I<br />
The preliminary lighting course for the Film<br />
Program, Lighting I emphasizes pr<strong>of</strong>essional<br />
procedures and protocol relevant to the<br />
film industry. Students work with industrystandard<br />
lighting and grip equipment and are<br />
trained in the safe use <strong>of</strong> electricity and power<br />
distribution. They also learn to properly use light<br />
meters to control exposure and contrast ratios.<br />
Course Outline<br />
Electricity & Distribution Systems<br />
Stands & Controlling Devices<br />
Tungsten Lights<br />
Three-Point Lighting<br />
Metering & Exposure<br />
Total credit hours 3.47<br />
Course length 4 weeks<br />
FILM |<br />
FLM 242<br />
Lighting II<br />
This course builds on the topics introduced<br />
in Lighting I. Lighting II covers the basics<br />
<strong>of</strong> color correction and camera filtration<br />
using tungsten, fluorescent, and HMI<br />
sources. Students are challenged to apply<br />
their knowledge to produce original images.<br />
Special emphasis is placed on image analysis<br />
and using the script as the main guide for film<br />
lighting design.<br />
Course Outline<br />
Beauty Lighting<br />
Introduction to Color Correction<br />
Product Shots<br />
Lighting Strategies and Image Analysis<br />
Daytime Exterior Lighting<br />
Low-Budget Lighting Strategies<br />
Total credit hours 3.20<br />
Course length 4 weeks<br />
FLM 246<br />
Makeup for<br />
Motion Pictures<br />
In the Makeup for Motion Pictures<br />
Course, students are provided with basic<br />
makeup products and are taught a range <strong>of</strong><br />
techniques, from basic beauty to bald caps and<br />
bruises. Students learn many out-<strong>of</strong>-kit effects<br />
and techniques to prepare them for the unique<br />
makeup situations that arise on set. With a<br />
focus on maximizing creativity, students are<br />
taught the makeup artist’s job and develop an<br />
understanding <strong>of</strong> what goes into the makeup<br />
and hair techniques used in the film industry.<br />
Course Outline<br />
Basic Makeup for Film<br />
Bald Caps, Facial Hair, Temporary Hair<br />
Color, Wigs<br />
History <strong>of</strong> Makeup and Stretch and Stipple<br />
Special Effects<br />
Airbrush, Fantasy Makeup<br />
Tattos and Tattoo Covering<br />
Total credit hours 2.40<br />
Course length 4 weeks
Course Descriptions<br />
Program Core General Education<br />
FLM 457<br />
Post-production<br />
Post-production is the second <strong>of</strong> three film<br />
post courses in the Film Program. The Postproduction<br />
course is intended to provide a<br />
greater understanding <strong>of</strong> the imaginative and<br />
technical side <strong>of</strong> editing. Students examine<br />
intermediate non-linear online editing<br />
techniques, including engineering, media<br />
management, and digital video effects, using<br />
footage from the Film Production course.<br />
Students then edit a short story that includes<br />
titles, music, and a finished edit.<br />
Course Outline<br />
Introduction to Editing Systems<br />
Computerized Editing Techniques<br />
Alternative Editing Choices<br />
Film Production Projects<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
FLM 463<br />
Producing<br />
Independent Film<br />
The Producing Independent Film<br />
Course explores the world <strong>of</strong> line producing,<br />
producing, and the production infrastructure<br />
<strong>of</strong> independent film. Students learn all aspects<br />
<strong>of</strong> prepping the shoot, scheduling & time<br />
management, budgeting, project pitching,<br />
script breakdowns, assembling crew positions,<br />
creating the pr<strong>of</strong>essional brand, distribution<br />
options and financing.<br />
Course Outline<br />
The Role <strong>of</strong> the Producer<br />
Phases <strong>of</strong> Production & Pipeline<br />
Production Value<br />
Alternative Productions<br />
Music Video and Production<br />
Episodic & Reality Production<br />
Branding<br />
Commercial & Client Production<br />
Film Production Analysis<br />
Total credit hours 5.07<br />
Course length 4 weeks<br />
FLM 354<br />
Production Design<br />
The Production Design Course focuses on<br />
the responsibilities <strong>of</strong> the production designer<br />
and his or her crew within the art department.<br />
This course introduces the principles <strong>of</strong><br />
production design and addresses how they<br />
apply to a motion picture. The overall mood<br />
and visual appearance <strong>of</strong> a film is explored<br />
through the fundamentals <strong>of</strong> design. Subjects<br />
covered include script breakdown, storyboards,<br />
the effects <strong>of</strong> color, drafting, elevations,<br />
and set research. The course culminates in<br />
students designing a film set for use in the<br />
Film Production Course.<br />
Course Outline<br />
Script Breakdown<br />
Scene Design and Storyboards<br />
Drafting and Elevations<br />
Effects <strong>of</strong> Color<br />
Researching<br />
Total credit hours 2.80<br />
Course length 4 weeks<br />
FLM 235<br />
Sound for Film<br />
The Sound for Film Course explores the<br />
theory and operation <strong>of</strong> field audio for film<br />
and video productions. Students utilize field<br />
recorders and mixers in various locations in<br />
order to gain expertise in the craft <strong>of</strong> sound.<br />
This course examines the fundamentals <strong>of</strong><br />
sound, microphones, location and soundstage<br />
recording, sound equipment and operation, and<br />
various recording techniques.<br />
Course Outline<br />
Fundamentals <strong>of</strong> Sound<br />
Microphones<br />
Location and Soundstage Recording<br />
Sound Equipment, Operation,<br />
and Crew Positions<br />
Recording Techniques<br />
Total credit hours 3.73<br />
Course length 4 weeks<br />
FLM 223<br />
Storytelling*<br />
The Storytelling Course uncovers the<br />
secrets behind the art, craft, and business <strong>of</strong><br />
writing for film and television production, and<br />
fosters students to begin to think and work as<br />
a “film author” and to enhance scripts through<br />
the use <strong>of</strong> specific storytelling techniques.<br />
Students will utilize examples from movies,<br />
past and present, to examine a multitude <strong>of</strong><br />
structural and stylistic techniques that can be<br />
applied to a variety <strong>of</strong> film or television projects.<br />
Course Outline<br />
Structure and Outline<br />
Character Development<br />
Script Formatting: First Draft<br />
Rewriting: Second Draft<br />
Pitching an Idea: Final Draft<br />
Total credit hours 3.60<br />
Course length 4 weeks<br />
ART 2007<br />
Art History*<br />
The Art History Course introduces students<br />
to selected, impactful monuments <strong>of</strong> art and<br />
architecture in the Western tradition from the<br />
prehistoric to post-modernism era studied in<br />
relation to the intellectual background <strong>of</strong> the<br />
ages and civilizations that produced them.<br />
Lectures accompanied by various visual mediums<br />
inspire discussions <strong>of</strong> assigned readings in<br />
philosophical, religious, scientific, political,<br />
literary, artistic, and cultural contexts.<br />
Course Outline<br />
Art History<br />
Medieval and Renaissance Art<br />
Modern Art<br />
Post-modern Art<br />
Audience Awareness<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CLP 1006<br />
Behavioral Science †<br />
The Behavioral Science Course introduces<br />
students to the psychology <strong>of</strong> self-evaluation,<br />
self-motivation, self-awareness, and self-focus.<br />
This course provides an overview on current<br />
and historical theory as it pertains to the<br />
above-mentioned areas. Students are also<br />
introduced to techniques <strong>of</strong> time management,<br />
organizational skills, active listening, and<br />
producing effective presentations.<br />
Course Outline<br />
Self-Awareness<br />
Self-Regulation<br />
Motivation<br />
Empathy<br />
Social Skills<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
MGF 1213<br />
College Mathematics †<br />
The College Mathematics Course is<br />
designed to enable students to build skills<br />
and confidence in algebra that are required to<br />
succeed in future math and core courses. Firsttime<br />
algebra students or those needing a review<br />
will begin with basic concepts and build upon<br />
these ideas by completing work that uses algebra<br />
in practical situations.<br />
Course Outline<br />
Review <strong>of</strong> Basic Arithmetic<br />
Operations with the Real Number System<br />
Measurement and Number Systems<br />
Exponents & Radical Expressions<br />
Linear Equations & Inequalities<br />
Graphing<br />
Proportions, Formulas, and Word Problems<br />
Introductory Statistics and Probability<br />
Business Applications and<br />
Mathematical Models<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGS 1000<br />
Computer Science<br />
and Internet* †<br />
The Computer Science and Internet<br />
Course introduces students to the basics <strong>of</strong><br />
computer operating systems and s<strong>of</strong>tware, web<br />
2.0 tools, and multimedia applications as they<br />
relate to everyday experiences <strong>of</strong> the computer<br />
user. Students will initiate online collaboration<br />
as well as utilize the tools to successfully<br />
navigate common issues associated with<br />
online collaboration. Additionally, students<br />
will evaluate and demonstrate knowledge<br />
<strong>of</strong> specific s<strong>of</strong>tware applications and<br />
technologies used in today’s society.<br />
* This course is only <strong>of</strong>fered online. It is conducted over the <strong>Full</strong> <strong>Sail</strong> Online Learning Environment – a web-based platform<br />
which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the<br />
Internet. Completion <strong>of</strong> the course is based on participation and successful completion <strong>of</strong> assignments.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
126 FULL SAIL UNIVERSITY<br />
Bachelor Bachelor <strong>of</strong> Science Science Degree Program 127<br />
Course Outline<br />
Multimedia Presentations<br />
Operating Systems and Technologies<br />
Web 2.0 Tools<br />
Student Audio/Video Projects<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CRW 2000<br />
Creative Writing* †<br />
The Creative Writing Course trains<br />
students to explore writing in a variety <strong>of</strong> genre<br />
forms. Building on the knowledge gained in<br />
English Composition, students in this course<br />
incorporate common literary devices and<br />
narrative structures into creative endeavors.<br />
Course Outline<br />
Brainstorming<br />
Form and Function <strong>of</strong> Genre<br />
Narrative Structure and Causality<br />
Literary Devices<br />
Criticism and the Editing Process<br />
Final Revisions<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENC 1101<br />
English Composition I* †<br />
The English Composition I Course is<br />
designed to introduce students to the writing<br />
process. Special attention is given to selecting<br />
and refining topics, identifying the audience,<br />
developing a purpose, and formulating thesis<br />
statements. Grammatical conventions and their<br />
applications are heavily stressed. Students in<br />
this course learn to compose mature, logical<br />
sentences, and paragraphs in order to create<br />
rhetorical cohesion.<br />
Course Outline<br />
Invention and Drafting<br />
Revising and Editing<br />
Grammar<br />
Essay Structure<br />
Audience Awareness<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
SPC 2140<br />
Interpersonal<br />
Communications<br />
The Interpersonal Communication<br />
Course examines the nature <strong>of</strong> the<br />
communication process, variables affecting<br />
the process, and the individuals involved.<br />
Additionally, this course includes individual<br />
analysis <strong>of</strong> behavior processes that may impede<br />
and/or enhance communication processes.<br />
Topics include perception, nonverbal<br />
behavior, persuasive communication, identity<br />
management, intercultural communication<br />
and computer mediated communication. This<br />
course also enhances students’ ability to<br />
analyze and evaluate information.<br />
Course Outline<br />
Assessment and Evaluation<br />
Research and Planning<br />
Writing Résumés and Other Documents<br />
Networking and Interviewing<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
SPC 1606<br />
Public Speaking †<br />
The Public Speaking Course is designed<br />
to train students in understanding and<br />
implementing oral communication skills.<br />
Learning is centered on student participation<br />
in a variety <strong>of</strong> speaking/listening situations,<br />
which are designed to increase the<br />
understanding <strong>of</strong> the interpersonal nature <strong>of</strong><br />
all speech communication. Students study and<br />
participate in the creation and delivery <strong>of</strong> at<br />
least three types <strong>of</strong> speeches. Target audience<br />
identification, surveys, body language, effective<br />
speaking techniques, and pre-speech planning<br />
are investigated and used to create speeches.<br />
Course Outline<br />
Impromptu Speeches<br />
Researching for Speech Manuscripts<br />
Creation and Delivery <strong>of</strong><br />
Persuasive Speeches<br />
Creation and Delivery <strong>of</strong> Expository<br />
and Demonstrative Speeches<br />
Speech Outlines<br />
Audience Surveys<br />
Evaluation <strong>of</strong> Speaking Effectiveness<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
FILM |
Game<br />
Art<br />
Bachelor <strong>of</strong> Science Degree Program<br />
Game visuals have come a long way since the<br />
monotone pixels <strong>of</strong> Pong and Space Invaders.<br />
Looking at the video games <strong>of</strong> today, it’s obvious<br />
that each successive generation <strong>of</strong> hardware<br />
has opened the doors for more realistic gaming<br />
experiences. And with technology continually<br />
expanding the storytelling possibilities <strong>of</strong> the<br />
medium, the gaming industry now demands a<br />
specifi c kind <strong>of</strong> digital artist to defi ne the limits<br />
<strong>of</strong> what’s capable on screen.<br />
By focusing our training on the specifi c needs <strong>of</strong><br />
the gaming industry, <strong>Full</strong> <strong>Sail</strong>’s Game Art Bachelor<br />
<strong>of</strong> Science Degree Program is designed to open the<br />
gaming world to you, helping you develop the skills<br />
to become part <strong>of</strong> a specialized group <strong>of</strong> artists.<br />
These artists help to create the next generation <strong>of</strong><br />
video games, innovating in visuals as well as in<br />
gameplay, and helping to shape the future <strong>of</strong> one <strong>of</strong><br />
the world’s fastest growing forms <strong>of</strong> entertainment.<br />
Graduates <strong>of</strong> this degree may apply to continue<br />
their education with the:<br />
Game Design<br />
Master <strong>of</strong> Science Degree Program<br />
Media Design<br />
Master <strong>of</strong> Fine Arts Degree Program<br />
CAMPUS<br />
PROGRAM<br />
ONLINE<br />
PROGRAM<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
Art Creation<br />
Collaborative Development<br />
Demo Reel<br />
Modeling<br />
Integration<br />
128 FULL SAIL UNIVERSITY<br />
* IF YOU’RE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR ADMISSIONS<br />
DEPARTMENT TO EXPLORE YOUR OPTIONS.<br />
GAME ART | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 129
OUNDATION<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
modeling<br />
STRATEGIES<br />
objects<br />
Art Creation<br />
artistic<br />
CHARACTERS FUNDAMENTALS<br />
landscapes<br />
TEXTURING<br />
special<br />
EFFECTS<br />
VISUAL<br />
After grasping the basics <strong>of</strong> computer art, it’s time<br />
to add the visual depth that defi nes great animation.<br />
You’ll learn how to use lighting, shading, GAME and DEV<br />
texturing to breathe realistic qualities into your<br />
characters and how to combine those elements to<br />
create industry-ready SCRIPTING<br />
real time graphics. Building on<br />
the essentials you’ve already learned, you’ll apply<br />
those skills on projects that will see ANIMATION you creating FOUNDATION<br />
objects, characters, and landscapes for expansive<br />
and imaginative 3D game worlds.<br />
VE DEV/ STORYBOARD<br />
CONTENT<br />
OPTIMIZATION<br />
depth<br />
ART CREATION<br />
COLLABORATIVE DEV/<br />
DEMO REEL<br />
3D modeling<br />
ANIMATION<br />
STRATEGIES<br />
concepts<br />
LIGHTING<br />
SHADING<br />
CHARACTERS<br />
texturing landscapes<br />
team<br />
artistic<br />
FUNDAMENTALS<br />
BUILDING<br />
VISUAL<br />
depth<br />
STORYBOARD<br />
SCRIPTING<br />
objects<br />
TEXTURING<br />
special<br />
3D modeling<br />
EFFECTS<br />
ANIMATION<br />
concepts<br />
STRATEGIES<br />
objects<br />
LIGHTING<br />
SHADING<br />
CHARACTERS<br />
texturing landscapes<br />
team<br />
BUILDING<br />
CONTENT<br />
OPTIMIZATION<br />
TEXTURING<br />
special<br />
EFFECTS<br />
CONTENT<br />
OPTIMIZATION<br />
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GAME ART | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 131
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
ANIMATION FOUNDATION<br />
ART CREATION Collaborative Development<br />
After mastering the world <strong>of</strong> game art creation you’ll<br />
work together with students from <strong>Full</strong> <strong>Sail</strong>’s Game<br />
Development Degree Program to design and produce<br />
an original game project from start to fi nish. This<br />
collaborative environment will help you learn to deliver<br />
content on a deadline as well as how to work within<br />
guidelines set by a real world production team.<br />
COLLABORATIVE DEV/<br />
DEMO REEL<br />
artistic<br />
FUNDAMENTALS<br />
VISUAL<br />
You’ll storyboard and script with a team <strong>of</strong><br />
programmers, and work with them to defi ne the visual<br />
qualities and requirements for the game. Then you’ll<br />
go to work using the skills and techniques learned<br />
throughout the program to develop the graphics and<br />
environments for a fully-playable game. In addition to<br />
learning industry workfl ow and how to operate in a<br />
team setting, this integrated project setting will allow<br />
you to see your graphics as part <strong>of</strong> a fi nal product and<br />
test how they hold up in a practical application. All <strong>of</strong><br />
these factors give you the advantage <strong>of</strong> coming out <strong>of</strong><br />
school as an artist who has already worked on a fullyfunctional<br />
game.<br />
depth<br />
STORYBOARD<br />
SCRIPTING<br />
GAME DEV<br />
Demo Reel<br />
3D modeling<br />
ANIMATION GAME DEV<br />
concepts<br />
LIGHTING<br />
ANIMATION FOUNDATION<br />
By the end <strong>of</strong> the Game Art program you will have<br />
amassed a wealth <strong>of</strong> content that shows an employer<br />
the comprehensive skills and artistic techniques<br />
you’ve mastered. During your fi nal months, you’ll<br />
collect all ANIMATION <strong>of</strong> these assets and FOUNDATION<br />
put them together for<br />
your personal demo reel. In a dedicated Demo Reel<br />
Creation course, your instructors will re-evaluate<br />
what you’ve created throughout your classes, and<br />
help you gear your portfolio to the area <strong>of</strong> the<br />
industry you’re most interested in pursuing. The reel<br />
will show <strong>of</strong>f your artistic strengths and technical<br />
pr<strong>of</strong>i ciency in such areas as character modeling,<br />
ART CREATION<br />
animation, texturing, and special effects, <strong>of</strong>fering a<br />
well-rounded demonstration <strong>of</strong> your talents to help<br />
launch your career.<br />
STRATEGIES<br />
objects artistic<br />
SHADING<br />
CHARACTERS<br />
texturing landscapes<br />
team<br />
ART CREATION<br />
COLLABORATIVE DEV/<br />
DEMO REEL<br />
BUILDING<br />
COLLABORATIVE DEV/<br />
DEMO REEL<br />
TEXTURING<br />
FUNDAMENTALS<br />
VISUAL<br />
special<br />
CONTENT<br />
OPTIMIZATION<br />
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EFFECTS<br />
depth<br />
STORYBOARD<br />
SCRIPTING<br />
artistic<br />
FUNDAMENTALS<br />
VISUAL<br />
depth<br />
STORYBOARD<br />
SCRIPTING<br />
3D modeling<br />
ANIMATION<br />
STRATEGIES<br />
concepts<br />
objects<br />
LIGHTING<br />
SHADING<br />
CHARACTERS<br />
texturing landscapes<br />
team<br />
TEXTURING<br />
special<br />
EFFECTS<br />
3D BUILDING<br />
modeling<br />
STRATEGIES<br />
ANIMATION<br />
concepts<br />
LIGHTING<br />
SHADING<br />
objects<br />
CONT<br />
OPTIMIZA<br />
CHARACTERS<br />
texturing landscapes<br />
team<br />
BUILDING<br />
TEXTURING<br />
special<br />
EFFECTS
TION<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
3D modeling<br />
artistic<br />
GAME DEV<br />
ANIMATION<br />
concepts<br />
FUNDAMENTALS<br />
ANIMATION FOUNDATION<br />
LIGHTING VISUAL<br />
ART CREATION Modeling<br />
Game content follows fundamental artistic<br />
guidelines even when you’re working within the<br />
expanse <strong>of</strong> 3D digital graphics. The modeling<br />
team<br />
foundations covered in the Game Art program<br />
will help SCRIPTING<br />
you draw a parallel between traditional<br />
art and modeling techniques and today’s leading<br />
digital art s<strong>of</strong>tware – the way characters, objects,<br />
BUILDING<br />
and environments look and act in real life, and<br />
how you can capture that same realism when<br />
recreating them in the digital world. To further<br />
introduce you to the world <strong>of</strong> game graphics, the<br />
program also emphasizes the core 3D animation<br />
concepts that are essential to the industry. As<br />
you explore the latest game platforms, you’ll<br />
learn the strategies <strong>of</strong> pr<strong>of</strong>essional modelers and<br />
discover how to create great looking content and<br />
optimize it to the standards <strong>of</strong> today’s hardware.<br />
COLLABORATIVE DEV/<br />
DEMO REEL<br />
STRATEGIES<br />
ANIMATION<br />
concepts<br />
artistic<br />
FUNDAMENTALS<br />
objects<br />
depth<br />
FULL SAIL UNIVERSITY<br />
GAME LIGHTING objects SHADING<br />
Its one thing to build a model and make it move,<br />
it’s something else to make SHADING<br />
it look real (or unreal,<br />
if that is what you are shooting for). The next<br />
phase is to take your 3D creations to the next level<br />
team<br />
<strong>of</strong> realism by integrating them into TEXTURING<br />
live action<br />
footage. You will take all <strong>of</strong> your previous skills<br />
in 3D and use them in concert with tracking and<br />
special BUILDING team<br />
compositing packages such as Syntheyes and Nuke<br />
to create a seamlessly integrated scene that puts<br />
EFFECTS<br />
your 3D work into a live action environment BUILDING that<br />
has been fi lmed with moving cameras. You will<br />
polish the fi nal scene with Apple Color and Final<br />
Cut Pro to seamlessly create the illusion <strong>of</strong> reality.<br />
TEXTURING<br />
STORYBOARD<br />
SCRIPTING<br />
3D modeling<br />
ANIMATION<br />
concepts<br />
LIGHTING<br />
SHADING<br />
SHADING Integration<br />
texturing depth<br />
CHARACTERS<br />
VISUAL landscapes LIGHTING<br />
/ STORYBOARD<br />
stic<br />
ENTALS<br />
AL<br />
3D modeling<br />
ANIMATION<br />
concepts<br />
3D modeling<br />
CONTENT<br />
OPTIMIZATION<br />
STRATEGIES<br />
objects<br />
CHARACTERS<br />
STRATEGIES<br />
objects<br />
texturing landscapes<br />
texturing<br />
CHARACTERS<br />
landscapes<br />
STRATEGIES<br />
special<br />
EFFECTS<br />
CONTENT<br />
OPTIMIZATION<br />
TEXTURING<br />
special<br />
EFFECTS<br />
CONTENT<br />
OPTIMIZATION<br />
CONTENT<br />
OPTIMIZATION<br />
134 135<br />
GAME ART | Bachelor Bachelor <strong>of</strong> Science Science Degree Program
136<br />
Overview<br />
<strong>Full</strong> <strong>Sail</strong>’s Game Art Bachelor’s Degree Program is<br />
designed to develop artists well-versed in 3D asset<br />
creation for game development. With a focus on 3D<br />
content for consoles and computers, you’ll work your<br />
way through project-based classes that follow a clear<br />
progression from the basics <strong>of</strong> digital art creation up<br />
through the latest trends and tools. Along the way<br />
classes like Character Animation, Game Production,<br />
Production Modeling, Level Design, and Shading and<br />
Effects will help you gain the skills necessary to move<br />
and improve content through the production pipeline.<br />
Each <strong>of</strong> these specialized classes is based around the<br />
same workfl ow processes found at pr<strong>of</strong>essional<br />
gaming studios including such core concepts as<br />
animation, character modeling, lighting and shading,<br />
and texturing.<br />
Supporting these industry-specifi c foundations are<br />
classes focusing on the fi ne art aspects <strong>of</strong> game content<br />
development as well as courses focusing on computer<br />
business applications, personal fi nance management,<br />
communication skills, and how to prepare yourself<br />
for that fi rst step into the gaming industry. To help<br />
you make that transition, we’ve also got a team <strong>of</strong><br />
Career Development pr<strong>of</strong>essionals that can help you<br />
polish your interviewing skills and résumé and get<br />
you ready to enter the industry. In addition, our Career<br />
Development services and advisors will be available for<br />
support and assistance throughout your career – not<br />
just during your education.<br />
Objective<br />
Our goal is to provide you with the focused knowledge<br />
and understanding <strong>of</strong> 3D computer environmental<br />
modeling, game textures, and character animation<br />
needed to qualify for entry-level positions in the game<br />
industry as game artists, scene builders, character<br />
designers, technical directors, motion animators, and<br />
animators. Besides the program’s strong 3D computer<br />
graphics focus, you will build other skills in peripheral<br />
media and digital courses that will enhance your<br />
opportunities in related fi elds.<br />
In addition to technical pr<strong>of</strong>i ciency and creative<br />
development, your education will help you develop<br />
critical thinking, problem solving, and analytical skills<br />
that contribute to life learning, providing you with tools<br />
to help sustain a long and productive pr<strong>of</strong>essional<br />
career in the entertainment and media industry.<br />
GAME ART<br />
OVERVIEW & OBJECTIVE<br />
FULL SAIL UNIVERSITY<br />
GAME ART | Bachelor Bachelor <strong>of</strong> Science Science Degree Program<br />
FULL SAIL UNIVERSITY 137
Game Art<br />
Bachelor <strong>of</strong> Science Degree Program<br />
PROGRAM CORE<br />
Code Course Credit Hours<br />
CGA 221 2D Animation 4.00<br />
CGA 121 3D Foundations 4.00<br />
CGG 442 Advanced Game Characters 3.00<br />
CGA 251 Art Creation for Games 4.00<br />
CGG 482 Asset Production 4.00<br />
CGA 233 Character Animation 7.00<br />
CGA 342 Character Design and Creation 4.00<br />
CGA 441 Character Rigging 7.00<br />
CGA 241 Compositing Fundamentals 4.00<br />
CGA 482 Demo Reel Creation 4.00<br />
CGA 131 Fundamentals <strong>of</strong> Animation 3.00<br />
CGA 101 Fundamentals <strong>of</strong> Art I 3.00<br />
CGA 102 Fundamentals <strong>of</strong> Art II 3.00<br />
CGG 333 Game Animation 4.00<br />
CGG 400 Game Cinematic Assets 3.00<br />
GDD 481 Game Preproduction 3.00<br />
CGG 381 Game Production 4.00<br />
GDD 490 Game Project I 4.00<br />
GDD 493 Game Project II 4.00<br />
GDD 495 Game Project III 4.00<br />
CGG 452 Level Assembly and Lighting 4.00<br />
CGA 112 Methods <strong>of</strong> Design 4.00<br />
DIG 1301 Model Creation † 4.00<br />
Chronological Schedule by Months<br />
1 2 3 4 5 6 7<br />
ENGLISH COMPOSITION I 3D FOUNDATIONS MODEL CREATION SHADING & LIGHTING METHODS OF DESIGN<br />
ETHICS & PSYCHOLOGY FUNDAMENTALS OF ART I FUNDAMENTALS OF ART II COLLEGE MATHEMATICS<br />
HISTORICAL ARCHETYPES<br />
& MYTHOLOGY<br />
CHARACTER DESIGN<br />
& CREATION<br />
GEOMETRY &<br />
MEASUREMENT<br />
2D ANIMATION<br />
FUNDAMENTALS<br />
OF PHYSICS<br />
8 9 10 11 12 13 14<br />
COMPOSITING<br />
FUNDAMENTALS<br />
FUNDAMENTALS<br />
OF ANIMATION<br />
PRODUCTION MODELING<br />
CHARACTER<br />
CHARACTER<br />
ART CREATION<br />
FOR GAMES<br />
RIGGING<br />
ANIMATION<br />
RIGGING BASICS MOTION CAPTURE<br />
LEVEL ASSEMBLY<br />
& LIGHTING<br />
TEXTURE PAINTING<br />
& SCULPTING<br />
GAME ANIMATION<br />
ADVANCED<br />
GAME CHARACTERS<br />
15 16 17 18 19 20 21<br />
GAME PRODUCTION<br />
PUBLIC SPEAKING ASSET PRODUCTION<br />
GAME PREPRODUCTION<br />
INTERPERSONAL<br />
COMMUNICATIONS<br />
GAME PROJECT I<br />
CGA 371 Motion Capture 3.00<br />
CGA 352 Production Modeling 4.00<br />
CGA 271 Rigging Basics 3.00<br />
GRA 1161 Shading and Lighting † 4.00<br />
CGG 432 Texture Painting and Sculpting 3.00<br />
Totals: 109.00<br />
GENERAL EDUCATION<br />
Code Course Credit Hours<br />
MGF 1213 College Mathematics † 4.00<br />
ENC 1101 English Composition I* † 4.00<br />
PPE 2110 Ethics and Psychology † 4.00<br />
PHY 1000 Fundamentals <strong>of</strong> Physics † 4.00<br />
MTG 1205 Geometry and Measurement † 4.00<br />
GEN 251 Historical Archetypes and Mythology 4.00<br />
SPC 2140 Interpersonal Communications* 4.00<br />
SPC 1606 Public Speaking † 4.00<br />
Totals: 32.00<br />
GAME PROJECT II<br />
GAME<br />
CINEMATIC ASSETS<br />
TOTAL CREDIT HOURS: 141<br />
TOTAL WEEKS: 84<br />
* These specific courses are <strong>of</strong>fered online. Please see course description for details.<br />
† These specific courses use the Florida Statewide Course Numbering System (SCNS).<br />
GAME PROJECT III<br />
DEMO REEL<br />
CREATION<br />
Course Descriptions<br />
Program Core<br />
CGA 221<br />
2D Animation<br />
The 2D Animation Course develops<br />
students’ appreciation <strong>of</strong> the technique and<br />
craft involved in hand-drawn 2D animation, and<br />
promotes the understanding and successful<br />
application <strong>of</strong> the fundamental principles <strong>of</strong><br />
traditional animation. Using pencil and paper<br />
to explore this art form, students are physically<br />
responsible for controlling and manipulating a<br />
subject’s volume, weight, proportion, acting,<br />
and movement, thus gaining a more thorough<br />
understanding <strong>of</strong> the animation process. This<br />
foundation <strong>of</strong> traditional animation broadens<br />
students’ skills as computer animators and<br />
enhances their creative ability.<br />
138 FULL SAIL UNIVERSITY<br />
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Course Outline<br />
Animation Fundamentals<br />
Principles <strong>of</strong> Animation<br />
Timing Charts<br />
Character Animation<br />
Advanced Character Principles<br />
Clean Up<br />
Character Personality<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGA 121<br />
3D Foundations<br />
The 3D Foundations Course familiarizes<br />
students with the fundamentals <strong>of</strong> creating<br />
2D and 3D computer graphics using Autodesk<br />
Maya and Adobe Photoshop. Students learn<br />
the interface and controls <strong>of</strong> both programs as<br />
they learn basic animation skills that prepare<br />
them for the more advanced courses later in the<br />
Game Art Bachelor <strong>of</strong> Science Degree Program.<br />
Course Outline<br />
Introduction to Operating Systems<br />
Introduction to Digital Imagery<br />
Photoshop Interface and Tools<br />
Digital Concept Art<br />
Introduction to the Maya Interface<br />
Working in the 3D World<br />
Geometry and Surface Types<br />
Working with Objects and Components<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGG 442<br />
Advanced Game Characters<br />
The Advanced Game Characters Course<br />
concentrates on the creation <strong>of</strong> a gaming<br />
character from top to bottom. Students create<br />
character mesh, textures, and normal maps<br />
while keeping within the limitations <strong>of</strong> a standard<br />
game pipeline. The course helps students to<br />
understand the constraints <strong>of</strong> geometry and<br />
textures in a game engine.<br />
Course Outline<br />
Character Concept and Preproduction<br />
Character Creation<br />
Texture Painting<br />
High Polygon Sculpting<br />
Normal Map Generation<br />
Limits and Resource Management<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
CGA 251<br />
Art Creation for Games<br />
The Art Creation for Games Course<br />
provides students with a strong knowledge<br />
<strong>of</strong> the way real time 3D content is modeled<br />
and textured. Students develop game models<br />
<strong>of</strong> simple and complex props, foliage, and<br />
various game environments. In addition to<br />
modeling, students paint color, generate<br />
normal maps, and specular maps for created<br />
geometry. Special attention will be paid to<br />
the creation <strong>of</strong> clean and optimized models<br />
for use in games.<br />
Course Outline<br />
Preproduction and Concept<br />
Modeling Techniques<br />
Reduction Techniques<br />
Effective UV Mapping<br />
Normal Map Generation<br />
Texture Painting in Photoshop<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GDD 482<br />
Asset Production<br />
The Asset Production Course<br />
concentrates on defining what kind <strong>of</strong> content<br />
needs to be produced and how that content<br />
will be implemented into the final game project.<br />
In this course, game artists meet with their<br />
project teams to create completion criteria for<br />
their game content, and work on implementing<br />
levels designed in the Game Preproduction<br />
course. Students develop teamwork skills as<br />
a vital part <strong>of</strong> working with programmers for<br />
content creation.<br />
Course Outline<br />
Asset Management<br />
Team Building Skills<br />
Technology Planning<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGA 233<br />
Character Animation<br />
The Character Animation Course<br />
continues to strengthen students’ animation<br />
skills by exploring methods for creating<br />
movement that is not only entertaining and<br />
appealing, but also depicts actions that<br />
are driven by the character’s emotions<br />
and personality. In this course, students<br />
analyze methods for creating acting choices<br />
that are unique and interesting. Through<br />
group discussion and analysis, students are<br />
introduced to the importance <strong>of</strong> evaluating their<br />
own work as well as the work <strong>of</strong> their peers.<br />
This enables each student to critique animated<br />
work with the intent <strong>of</strong> implementing what has<br />
been learned into future animations.<br />
Course Outline<br />
Animation Fundamentals<br />
to Complex Movement<br />
Scene Composition and Staging<br />
Entertainment Analysis<br />
Acting Theory, Development, and<br />
Techniques<br />
Group Participation and Critique<br />
Total credit hours 7.00<br />
Course length 4 weeks<br />
CGA 342<br />
Character Design<br />
and Creation<br />
The Character Design and Creation<br />
Course builds upon the skills learned in the<br />
Model Creation and Shading and Lighting<br />
courses by applying knowledge to 3D<br />
characters. Students begin with preproduction<br />
<strong>of</strong> a character, developing concept art and<br />
character sheets. Students complete a fully<br />
textured organic 3D model for possible use in<br />
film or high-resolution game technology.<br />
Course Outline<br />
Character Design<br />
NURBS Modeling<br />
Sub Division Surface Modeling<br />
Surface Flow and Anatomy<br />
Painting Character Textures<br />
Generating Textures for Characters<br />
Character Rendering<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGA 441<br />
Character Rigging<br />
The Character Rigging Course<br />
complements the Character Design and<br />
Creation course by training students to add<br />
skeletal controls to their character models.<br />
Students learn the techniques involved<br />
in developing character rigs and skeletal<br />
structures used in character animation. The<br />
ultimate goal <strong>of</strong> character rigging is to prepare<br />
a modeled character for motion without the<br />
animator needing to know the technical details<br />
<strong>of</strong> the character’s setup.<br />
Course Outline<br />
Biped Skeleton Rig Design<br />
Inverse Kinematics Control<br />
Muscle and Skin Deformation<br />
Mathematical Expressions<br />
Set Driven Key Controls<br />
MEL Scripted Controls<br />
Alternative Skeleton Set Up Techniques<br />
Total credit hours 7.00<br />
Course length 4 weeks
Course Descriptions<br />
Program Core<br />
CGA 241<br />
Compositing<br />
Fundamentals<br />
The Compositing Fundamentals<br />
Course introduces students to beginning<br />
and intermediate compositing and integration<br />
techniques commonly utilized by film and video<br />
pr<strong>of</strong>essionals. The course focuses on the<br />
seamless integration <strong>of</strong> computer-generated<br />
elements with real world live-action video<br />
footage. Students learn how to accurately<br />
reconstruct and composite computer generated<br />
elements to properly match a high definition<br />
film or video source while working in a nodebased<br />
compositing environment.<br />
Course Outline<br />
Matte Creation Techniques<br />
Photoshop Fundamentals<br />
3D Card Systems and Camera Mapping<br />
Lighting and Rendering<br />
Node-based Compositing<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGA 482<br />
Demo Reel Creation<br />
The Demo Reel Creation Course provides<br />
students with the time to develop a demo reel<br />
commonly expected during interviews. During<br />
this time, students take the content developed<br />
throughout their degree program and assemble<br />
it into a presentable package. Prior to the<br />
creation <strong>of</strong> the demo reel, a student’s content<br />
is reviewed in an effort to help the student<br />
determine the best material for showcasing<br />
his or her talent.<br />
Course Outline<br />
Content Review and Assembly<br />
Audio Assembly<br />
Demo Reel Output<br />
Demo Reel Review<br />
Package Presentation Development<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGA 131<br />
Fundamentals<br />
<strong>of</strong> Animation<br />
The Fundamentals <strong>of</strong> Animation Course<br />
provides students with the animation tools<br />
required to create, manipulate, and refine any<br />
computer-animated sequence. Building on<br />
the traditional animation fundamentals<br />
<strong>of</strong> motion and timing, the course teaches<br />
students computer animation techniques<br />
and applies them to the process <strong>of</strong> animating<br />
modeled projects. The course focuses on<br />
positional animation and control with the use<br />
<strong>of</strong> keyframing, timing curves, dope sheets,<br />
and dependency graphs, as well as the tools<br />
to manipulate them.<br />
Course Outline<br />
Keyframe Animation<br />
Motion Timing and Analysis<br />
Dope Sheet and Action Graphs<br />
Hierarchical Animation<br />
Camera and Light Positional Animation<br />
Animation Rendering<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
CCGA 101<br />
Fundamentals <strong>of</strong> Art I<br />
The Fundamentals <strong>of</strong> Art I Course prepares<br />
students for the virtual world by having them<br />
step away from the computer and observe,<br />
touch, and create in the real world. These<br />
courses suggest that real-world observation<br />
and touch is invaluable in the planning <strong>of</strong> 3D<br />
computer graphics.<br />
Course Outline<br />
Object Observation<br />
Textures and Lighting<br />
Color Theory<br />
Composition and Space<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
CGA 102<br />
Fundamentals <strong>of</strong> Art II<br />
The Fundamentals <strong>of</strong> Art II Course further<br />
prepares students for the virtual world by<br />
having them observe, touch, and create in the<br />
real world. This course continues instruction in<br />
beginning life drawing, plant and animal study,<br />
character development and sculpture. This<br />
course suggests that real-world observation<br />
and touch is invaluable in the planning <strong>of</strong> 3D<br />
computer generated people, places and things.<br />
Course Outline<br />
Life Drawing<br />
Animal and Environment Observation<br />
Character Development<br />
Sculpting<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
CGG 333<br />
Game Animation<br />
The Game Animation Course provides<br />
students with their first opportunity to produce<br />
animated sequences and cycles for game play.<br />
Students develop an overall understanding <strong>of</strong><br />
animation as it applies to the game industry<br />
with a focus on game engine constraints and<br />
requirements. Students in this course pay<br />
special attention to character anatomy, rigging<br />
constraints, and reusability within all aspects<br />
<strong>of</strong> a game.<br />
Course Outline<br />
Character Anatomy<br />
Rigging<br />
Application <strong>of</strong> Animation<br />
Motion Analysis<br />
Timing Development<br />
Reusability and Blending<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGG 400<br />
Game Cinematic Assets<br />
The Game Cinematic Assets Course<br />
concentrates on the planning and creation <strong>of</strong><br />
high resolution visual assets demonstrating<br />
artistic strength and direction. Students create<br />
detailed characters, environments, or vehicles<br />
based on areas <strong>of</strong> interest with guidance from<br />
staff. Through regular critiques and review,<br />
students produce a final quality high end asset<br />
required for the demo reel.<br />
Course Outline<br />
Environment Modeling<br />
Vehicle Modeling<br />
Character Modeling<br />
Lighting and Staging<br />
Render Techniques<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
GDD 481<br />
Game Preproduction<br />
In the Game Preproduction Course,<br />
students plan the genre and scope <strong>of</strong> their<br />
game project, including designing the<br />
gameplay, and determining technological<br />
issues. Students decide what features the<br />
game will have and exactly how they will be<br />
accomplished before assigning individual<br />
tasks and beginning production.<br />
Course Outline<br />
Team Building Skills<br />
Planning Methodology<br />
Risk Assessment Skills<br />
Production Schedule Creation<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
CGG 381<br />
Game Production<br />
The Game Production Course continues<br />
to expand students’ knowledge, utilizing<br />
tools and concepts learned in the completion<br />
<strong>of</strong> a game production. The course builds on<br />
all the Game Art foundation courses that<br />
precede it, and parallels industry production<br />
workflow while concentrating on the aspects<br />
<strong>of</strong> character and environment creation, texture<br />
and lighting effects.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
140 FULL SAIL UNIVERSITY<br />
GAME ART | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 141<br />
Course Outline<br />
Production Modeling Techniques<br />
Character Pipeline<br />
Environment Strategies<br />
Advanced Texture Creation<br />
Asset Management<br />
Concept Integration<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GDD 490<br />
Game Project I<br />
The Game Project I Course immerses<br />
students in a four-week game development<br />
project with heavy emphasis on teamwork and<br />
two milestones: Feature Fragment (s) one and<br />
two. Students will take their documentation<br />
created in previous classes and begin work<br />
on their project by coding their core gameplay<br />
and major features for their game by the end<br />
<strong>of</strong> the month.<br />
Course Outline<br />
Introduction to Advanced Game Production<br />
Continuous and Nightly Build Process<br />
Presentation and Milestone Acceptance<br />
Game Project<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GDD 493<br />
Game Project II<br />
The Game Project II Course continues a fourweek<br />
game development project that was begun<br />
in Game Project I. The emphasis on teamwork<br />
and project planning continue during this class<br />
along with two major milestones. Student<br />
assignments include maintenance <strong>of</strong> technical<br />
design documentation, implementation <strong>of</strong> game<br />
technology, preparation and presentations <strong>of</strong><br />
their Alpha and Beta milestones, as well as<br />
continued work on game projects and integration<br />
<strong>of</strong> their assets towards their final milestone.<br />
Course Outline<br />
Alpha Preparation<br />
Alpha Presentation<br />
Alpha Review<br />
Beta Preparation<br />
Beta Presentation<br />
Beta Review<br />
Game Project<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GDD 495<br />
Game Project III<br />
The Game Project III Course continues<br />
with another four-week game development<br />
project that was begun in Game Project I &<br />
II. The emphasis on teamwork and project<br />
planning continue during this class. Students<br />
will begin their S<strong>of</strong>tware Quality Assurance<br />
cycle with the emphasis on proper defect<br />
reporting mechanisms and correction.<br />
Student assignments include maintenance<br />
<strong>of</strong> technical design documentation,<br />
implementation <strong>of</strong> game technology,<br />
implementation <strong>of</strong> a quality assurance cycle<br />
as well as continued work on game projects<br />
in a move towards their final milestone and<br />
completion <strong>of</strong> their project.<br />
Course Outline<br />
Final Preparation<br />
Final Presentation<br />
Archive/Wrap-up<br />
Game Compliance<br />
Self-analysis and Review<br />
Game Project<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGG 452<br />
Level Assembly<br />
and Lighting<br />
The Level Assembly and Lighting Course<br />
continues to expand students’ understanding<br />
<strong>of</strong> game requirements with a focus on<br />
constructing a playable level. Students design,<br />
build, texture, light, and add effects for a level.<br />
Successful completion <strong>of</strong> this course provides<br />
students with the necessary knowledge to<br />
develop content for game environments.<br />
Course Outline<br />
Level Design Concepts<br />
Playability and Usability<br />
Space Planning<br />
Environmental Modeling<br />
Material Creation<br />
Player Interactions<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGA 112<br />
Methods <strong>of</strong> Design<br />
The Methods <strong>of</strong> Design Course focuses<br />
on the extensive and complex ideas and<br />
implications <strong>of</strong> basic design to help students<br />
understand that design is deliberate, allowing<br />
them to intellectually connect artistic intention<br />
and compositional conclusion. In this course,<br />
students plan, organize, and control hands-on<br />
projects using various media. They also use<br />
gained knowledge to design environments and<br />
simple characters throughout the course.<br />
Course Outline<br />
Critical Thinking<br />
Elements and Principles <strong>of</strong> 3D<br />
Aspects and Elements <strong>of</strong> Time<br />
Narrative and Non-narrative<br />
Architecture and Scenery<br />
Character Design and Development<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DIG 1301<br />
Model Creation †<br />
The Model Creation Course explores the<br />
beginning <strong>of</strong> the computer animation process<br />
by creating hard-surface models from concept<br />
art to final computer-generated imagery. During<br />
an in-depth exploration <strong>of</strong> the NURBS modeling<br />
tool set, comparisons <strong>of</strong> the relative differences<br />
between polygon, NURBS, and subdivision<br />
surface definitions are made. Students will<br />
develop techniques and strategies for creation<br />
<strong>of</strong> efficient virtual surfaces.<br />
Course Outline<br />
Surface Creation Methods<br />
Building Strategies<br />
3D Modeling Basics<br />
Curves and Surfaces<br />
Surface Continuity<br />
Trimming and Blending<br />
Modeling Optimization<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGA 371<br />
Motion Capture<br />
The Motion Capture Course teaches<br />
students techniques to digitize motion, clean<br />
up and editing, and develop an understanding<br />
<strong>of</strong> simulated motion. Students will gain an<br />
understanding <strong>of</strong> motion capture set up and<br />
shooting, data tracking, skeleton retargeting,<br />
as well as animation correction and<br />
enhancement. Students will have deeper<br />
understanding <strong>of</strong> film and game motion<br />
capture pipelines.<br />
Course Outline<br />
Motion Data Shoot<br />
Data Tracking<br />
Skeleton Retargeting<br />
Application and Simulation<br />
Total credit hours 3.00<br />
Course length 4 weeks
Course Descriptions<br />
Program Core General Education<br />
CGA 352<br />
Production Modeling<br />
The Production Modeling Course develops<br />
students’ understanding <strong>of</strong> model development<br />
as it applies to the animation production<br />
industry. The course builds on all the computer<br />
animation foundation courses that precede it,<br />
and parallels industry production workflow<br />
to develop portfolio models for presentation.<br />
Students explore a variety <strong>of</strong> topics including<br />
developing surface flow, anatomical models,<br />
and production modeling techniques.<br />
Course Outline<br />
Advanced Modeling Techniques<br />
Production Modeling<br />
Geometry Parameterization<br />
Anatomical Modeling<br />
Surface Flow<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGA 271<br />
Rigging Basics<br />
The Rigging Basics Course develops the<br />
student’s ability to write scripts to improve<br />
the interaction between the animator and<br />
the s<strong>of</strong>tware user interface. In this course,<br />
students learn how to create custom UI<br />
elements, understand programming structures,<br />
create functional script files, and have a<br />
stronger ability to troubleshoot.<br />
Course Outline<br />
Syntax Basics<br />
Customizing the Interface<br />
Custom Script Files<br />
Troubleshooting Techniques<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
GRA 1161<br />
Shading and Lighting †<br />
The Shading and Lighting Course<br />
investigates the mood and lighting, look and<br />
feel, shadows and shading, reflections and<br />
atmospheres that bring scenes and models to<br />
life. During this second <strong>of</strong> three 3D fundamental<br />
courses, students develop an eye for texturing<br />
and lighting modeled objects and scenes that<br />
parallel the real world. This course builds<br />
on the concepts established in the previous<br />
courses, including surface lighting and shadow<br />
observations and techniques.<br />
Course Outline<br />
Textures and Shaders<br />
Image Manipulation<br />
Reflection and Refraction<br />
Lighting Strategies<br />
Highlights and Shadows<br />
Rendering and Raytracing<br />
Optimization<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGG 432<br />
Texture Painting<br />
and Sculpting<br />
The Texture Painting and Sculpting<br />
Course teaches students advanced<br />
techniques in shader and texture creation and<br />
animated visual effects for games. The course<br />
focuses on ensuring that the textures and<br />
effects are reusable and efficient as they share<br />
resources with all aspects <strong>of</strong> the game.<br />
Course Outline<br />
Texture Creation for Games<br />
Hardware Shaders<br />
Normal Mapping<br />
Real Time Effects<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
MGF 1213<br />
College Mathematics †<br />
The College Mathematics Course is<br />
designed to enable students to build skills<br />
and confidence in algebra that are required to<br />
succeed in future math and core courses. Firsttime<br />
algebra students or those needing a review<br />
will begin with basic concepts and build upon<br />
these ideas by completing work that uses algebra<br />
in practical situations.<br />
Course Outline<br />
Review <strong>of</strong> Basic Arithmetic<br />
Operations with the Real Number System<br />
Measurement and Number Systems<br />
Exponents & Radical Expressions<br />
Linear Equations & Inequalities<br />
Graphing<br />
Proportions, Formulas, and Word Problems<br />
Introductory Statistics and Probability<br />
Business Applications and<br />
Mathematical Models<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENC 1101<br />
English Composition I* †<br />
The English Composition I Course is<br />
designed to introduce students to the writing<br />
process. Special attention is given to selecting<br />
and refining topics, identifying the audience,<br />
developing a purpose, and formulating thesis<br />
statements. Grammatical conventions and their<br />
applications are heavily stressed. Students in<br />
this course learn to compose mature, logical<br />
sentences, and paragraphs in order to create<br />
rhetorical cohesion.<br />
Course Outline<br />
Invention and Drafting<br />
Revising and Editing<br />
Grammar<br />
Essay Structure<br />
Audience Awareness<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
PPE 2110<br />
Ethics and Psychology †<br />
The Ethics and Psychology Course<br />
blends the study <strong>of</strong> ethics with the study <strong>of</strong><br />
the psychology <strong>of</strong> personality to examine<br />
the nature <strong>of</strong> personal character, gender<br />
differences, behavioral styles, and cognitive<br />
theories. Students will study the unique<br />
organization <strong>of</strong> the characteristics that set<br />
individuals apart from each other and also how<br />
individuals and groups <strong>of</strong> individuals respond to<br />
the differences <strong>of</strong> others.<br />
Course Outline<br />
Archetypes and Behavioral Styles<br />
Values, Morals, Ethics<br />
Learning Theories and Behaviorism<br />
Psychoanalytic Theory<br />
Existential-Humanistic Theory<br />
Cognitive Psychology<br />
Neuro-Linguistic Programming:<br />
Personality Disorders<br />
Gender Issues: Proxemic,<br />
Kinesics Chromatics<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
PHY 1000<br />
Fundamentals<br />
<strong>of</strong> Physics †<br />
The Fundamentals <strong>of</strong> Physics Course<br />
teaches students how to understand the world<br />
through physics. Real-world phenomena such<br />
as light, mechanics, motion, collisions, and<br />
magnetism are introduced. Emphasis is placed<br />
on how problems, in describing nature, are<br />
approached in terms <strong>of</strong> physical theories and<br />
mathematical formulae.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
142 FULL SAIL UNIVERSITY<br />
GAME ART | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 143<br />
Course Outline<br />
Kinematics<br />
Motion<br />
Energy and Mechanics<br />
Electricity and Magnetism<br />
Electromagnetic Spectrum<br />
Survey <strong>of</strong> Light<br />
Physical Theories and Formulae<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
MTG 1205<br />
Geometry and<br />
Measurement †<br />
The Geometry and Measurement Course<br />
teaches students a wide spectrum <strong>of</strong> geometric<br />
concepts that are designed to build upon<br />
the math learned in earlier coursework. The<br />
curriculum will emphasize Euclidean geometry<br />
and its relationship to logic, analytic geometry,<br />
and trigonometry. The pro<strong>of</strong>s, measurements,<br />
constructions, graphs, and problems involve<br />
lines, planes, angles, triangles, circles,<br />
polygons, polyhedrons, prisms, cylinders,<br />
spheres, areas and volumes. Students will<br />
develop their knowledge <strong>of</strong> geometry, analytic<br />
geometry, and trigonometry through problemsolving,<br />
calculation, and exploration <strong>of</strong> logic.<br />
Course Outline<br />
A Brief History <strong>of</strong> Geometry<br />
Inductive and Deductive Reasoning<br />
Foundations <strong>of</strong> Geometry<br />
Triangles<br />
Parallel Lines and Polygons<br />
Quadrilaterals<br />
Similar Triangles and the<br />
Pythagorean Theorem<br />
Circles<br />
<strong>Areas</strong> <strong>of</strong> Polygons and Circles<br />
Solid Geometry<br />
Analytic Geometry<br />
Trigonometry<br />
Polar Coordinate System<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
* This course is only <strong>of</strong>fered online. It is conducted over the <strong>Full</strong> <strong>Sail</strong> Online Learning Environment – a web-based platform<br />
which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the<br />
Internet. Completion <strong>of</strong> the course is based on participation and successful completion <strong>of</strong> assignments.<br />
GEN 251<br />
Historical Archetypes<br />
and Mythology<br />
The Historical Archetypes and<br />
Mythology Course introduces students to<br />
the connections between history, mythology,<br />
and iconic archetypes, and the influence<br />
these relationships have had on classical and<br />
contemporary cultures <strong>of</strong> the world. Color<br />
symbolism is also explored in order to better<br />
appreciate folklores, heroes, and monsters<br />
<strong>of</strong> various cultures. In addition to composing<br />
original myths and stories, students complete<br />
a personal assessment that identifies<br />
characteristics <strong>of</strong> their individual archetypes<br />
and use this knowledge to identify, understand,<br />
and relate to mythological characters and<br />
characters <strong>of</strong> their own creation. The course<br />
also enhances students’ ability to analyze and<br />
evaluate information.<br />
Course Outline<br />
Introduction to Archetypes, Culture<br />
and Myths<br />
Archetypes Influence on Culture<br />
Contemporary Western Myths<br />
and Archetypes<br />
Cultural Archetypes <strong>of</strong> Asia, Europe,<br />
and Latin America<br />
Cross Cultural Comparisons <strong>of</strong> World<br />
Archetypes and Myths to Western Culture<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
SPC 2140<br />
Interpersonal<br />
Communications*<br />
The Interpersonal Communication<br />
Course examines the nature <strong>of</strong> the<br />
communication process, variables affecting<br />
the process, and the individuals involved.<br />
Additionally, this course includes individual<br />
analysis <strong>of</strong> behavior processes that may impede<br />
and/or enhance communication processes.<br />
Topics include perception, nonverbal<br />
behavior, persuasive communication, identity<br />
management, intercultural communication<br />
and computer mediated communication. This<br />
course also enhances students’ ability to<br />
analyze and evaluate information.<br />
Course Outline<br />
Assessment and Evaluation<br />
Research and Planning<br />
Writing Résumés and Other Documents<br />
Networking and Interviewing<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
SPC 1606<br />
Public Speaking †<br />
The Public Speaking Course is designed<br />
to train students in understanding and<br />
implementing oral communication skills.<br />
Learning is centered on student participation<br />
in a variety <strong>of</strong> speaking/listening situations,<br />
which are designed to increase the<br />
understanding <strong>of</strong> the interpersonal nature <strong>of</strong><br />
all speech communication. Students study<br />
and participate in the creation and delivery<br />
<strong>of</strong> at least three types <strong>of</strong> speeches. Targetaudience<br />
identification, surveys, body<br />
language, effective speaking techniques, and<br />
pre-speech planning are investigated and<br />
used to create speeches.<br />
Course Outline<br />
Impromptu Speeches<br />
Researching for Speech Manuscripts<br />
Creation and Delivery <strong>of</strong> Persuasive<br />
and Demonstrative Speeches<br />
Speech Outlines<br />
Audience Surveys and Evaluation<br />
Total credit hours 4.00<br />
Course length 4 weeks
Game<br />
Design<br />
Master <strong>of</strong> Science Degree Program<br />
Video games aren’t just great entertainment,<br />
they’re one <strong>of</strong> the most dynamic areas <strong>of</strong> the<br />
entertainment world, with successful games<br />
generating revenue that rivals some <strong>of</strong> the biggest<br />
fi lm and album releases. It takes the right kind <strong>of</strong><br />
leaders to help manage the titles that innovate and<br />
inspire gamers, and keep the industry growing both<br />
creatively and fi nancially.<br />
Today’s top game development houses thrive<br />
on the leadership <strong>of</strong> a great production staff to<br />
oversee their multi-million dollar titles, and <strong>Full</strong><br />
<strong>Sail</strong>’s Game Design Master <strong>of</strong> Science Degree<br />
Program will help you become one <strong>of</strong> these creative<br />
decision makers. With curriculum based on the<br />
processes used at the most respected studios in<br />
the world, this Master’s program is designed to<br />
prepare you to meet the design, leadership, and<br />
management needs <strong>of</strong> this creative industry.<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
Team Leadership<br />
Project Management<br />
Design<br />
Game Capstone Project<br />
144 FULL SAIL UNIVERSITY<br />
GAME DESIGN | Master Master <strong>of</strong> Science Science Degree Program 145
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
Team Leadership<br />
Game development is an intensely collaborative<br />
process – with designers, artists, animators,<br />
programmers, and audio specialists working together<br />
to produce high quality assets based around a unifi ed<br />
vision. As a game producer, being able to understand<br />
these different roles and help them work together<br />
effi ciently is the key to developing a creative and<br />
successful production environment.<br />
The Game Design Master’s program puts you in a<br />
leadership role, as you learn to coordinate a large,<br />
diverse team and help them operate as an integrated<br />
unit. Dedicated classes help you develop strong<br />
leadership skills, teaching you to streamline a<br />
development process that supports the needs <strong>of</strong> both<br />
your team and the studio. The end result is a leadership<br />
approach that’s both inspirational and productive.<br />
Project Management<br />
GAME DESIGN MASTERS BS<br />
TEAM LEADERSHIP<br />
PROJECT MANAGEMENT<br />
Video games are one <strong>of</strong> the most complex art forms<br />
in entertainment, bringing audio, visual, and tactile<br />
elements together in one interactive package. With<br />
so many different assets being created across<br />
multiple departments, effective organization and<br />
administration is essential to keeping a game on<br />
schedule and under budget.<br />
This Master’s program covers the entire scope <strong>of</strong><br />
a development cycle. After taking core classes in<br />
Asset Management, Production Methodologies, and<br />
Quality Assurance you’ll collaborate with artists and<br />
programmers and work with that team throughout<br />
DESIGN<br />
production to delegate tasks, problem-solve, and<br />
hit milestones. You’ll also learn the best practices <strong>of</strong><br />
industry-standard project management, scheduling,<br />
and bug-tracking s<strong>of</strong>tware that will keep your game on<br />
schedule while maintaining the quality <strong>of</strong> the product.<br />
GAME DESIGN MASTERS BS<br />
TEAM LEADERSHIP<br />
PROJECT MANAGEMENT<br />
DESIGN<br />
GAME DESIGN MASTERS BS<br />
TEAM LEADERSHIP<br />
PROJECT MANAGEMENT<br />
DESIGN<br />
GAME CAPSTONE PROJECT<br />
GAME CAPSTONE PROJECT<br />
146 147<br />
GAME DESIGN | Master <strong>of</strong> Science Degree Program<br />
FULL SAIL UNIVERSITY GAME DESIGN FULL SAIL UNIVERSITY<br />
| Master <strong>of</strong> Science Degree Program
GN<br />
APSTONE PROJECT<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
E CAPSTONE PROJECT<br />
Design<br />
The classic games you grew up with started as just<br />
simple concepts – ideas that were later brought to<br />
life by a dedicated team <strong>of</strong> designers, artists, and<br />
producers. Supporting innovative new concepts is<br />
one <strong>of</strong> the responsibilities <strong>of</strong> a producer at a game<br />
studio, and to produce successful products, you’ll<br />
need to understand the precise balance <strong>of</strong> story and<br />
gameplay that makes for a well-designed game.<br />
The curriculum in this specialized master’s program<br />
teaches aspiring game producers the key elements<br />
<strong>of</strong> great design, and how to implement standards<br />
that best serve the needs <strong>of</strong> a project. You’ll examine<br />
the foundations <strong>of</strong> design, and analyze the usability<br />
merits and fl aws inherent to the elements <strong>of</strong> a<br />
project. Ultimately, you’ll learn the craft <strong>of</strong> bringing<br />
all <strong>of</strong> the components <strong>of</strong> a game together – resulting<br />
in a finely-tuned experience.<br />
148 FULL SAIL UNIVERSITY<br />
GAME DESIGN | Master Master <strong>of</strong> Science Science Degree Program 149
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
Game Capstone Project<br />
The program culminates with the Game Capstone<br />
Project. You’ll be joining a game production team<br />
as a leader, coordinating a group <strong>of</strong> artists and<br />
programmers as they design and code the graphics,<br />
gameplay, and audio for a fully playable game.<br />
This real world studio scenario will require you to<br />
draw on every element <strong>of</strong> your design and production<br />
education as you guide and support the team through<br />
every stage <strong>of</strong> production. You’ll develop game<br />
documents to guide the project, create a project plan,<br />
organize and gather assets, coordinate integration<br />
between departments, develop marketing strategies,<br />
and fi nally work to prepare the game for delivery.<br />
GAME CAPSTONE PROJECT<br />
GAME DESIGN MASTERS BS<br />
TEAM LEADERSHIP<br />
PROJECT MANAGEMENT<br />
DESIGN<br />
GAME CAPSTONE PROJECT<br />
150 FULL SAIL UNIVERSITY<br />
GAME DESIGN | Master Master <strong>of</strong> Science Science Degree Program 151<br />
STUDIO B<br />
3 CONSOLES, 2 RECORDING BOOTHS
152<br />
Overview<br />
The curriculum in the Game Design Master <strong>of</strong> Science<br />
Degree Program is comprised <strong>of</strong> high-level game<br />
design and production courses that take you deep<br />
into the game development pipeline. You’ll expand<br />
and advance your project and design skills through<br />
hands-on exercises in leadership, team management,<br />
game design, and marketing while you learn the<br />
skills you’ll need to advance your career in the game<br />
production industry.<br />
During the course <strong>of</strong> the program, you will be<br />
responsible for completing a design document, an<br />
academic capstone project, and a presentation. The<br />
Capstone Project is designed to help you develop the<br />
project management skills and team management<br />
skills you’ll need to succeed in the game development<br />
fi eld. In this project you will be paired with a group <strong>of</strong><br />
undergraduate programmers and game artists to plan<br />
the genre and scope <strong>of</strong> a fully playable game. You will<br />
be acting as a Producer on this project, helping guide<br />
the team through the gameplay design, determining<br />
technological issues, as well as managing assets and<br />
the production timeline.<br />
This well-rounded education will help to hone<br />
your leadership, design, and project management<br />
skills in preparation for entering or advancing<br />
through the game industry. To help you make that<br />
transition, we’ve got a team <strong>of</strong> Career Development<br />
Pr<strong>of</strong>essionals that will help you polish your<br />
interviewing skills and résumé and get you ready<br />
to enter the industry. In addition, our Career<br />
Development services and advisors will be available<br />
for support and assistance throughout your career –<br />
not just during your education.<br />
Objective<br />
Our goal is to provide you with the focused<br />
knowledge and understanding <strong>of</strong> game development<br />
necessary to be successful in qualifying for entrylevel<br />
design and production positions. Completion<br />
<strong>of</strong> this degree program will greatly enhance your<br />
ability to work in the fast-paced environment <strong>of</strong> a<br />
game studio in an entry-level production role. The<br />
curriculum in this program develops your executive<br />
leadership skills, project and team management<br />
abilities, and teaches the production methodologies,<br />
as well as the marketing and media relations<br />
concepts used by major game studios.<br />
In addition to technical pr<strong>of</strong>i ciency, a <strong>Full</strong> <strong>Sail</strong><br />
education is designed to foster the development <strong>of</strong><br />
highly trained individuals who want to develop careers<br />
in the game and entertainment industries. The training<br />
you receive in this program will provide you with the<br />
tools to help sustain a long and productive career in<br />
the game and entertainment industries.<br />
GAME DESIGN<br />
OVERVIEW & OBJECTIVE<br />
FULL SAIL UNIVERSITY<br />
GAME DESIGN | Master Master <strong>of</strong> Science Science Degree Program<br />
FULL SAIL UNIVERSITY 153
Game Design<br />
Master <strong>of</strong> Science Degree Program<br />
PROGRAM CORE<br />
Code Course Credit Hours<br />
GDM 560 Asset Management 4.00<br />
GDM 611 Game Capstone: Project I 1.00<br />
GDM 620 Game Capstone: Project Preproduction 4.00<br />
GDM 631 Game Capstone: Project Production I 1.00<br />
GDM 650 Game Capstone: Project Production II 4.00<br />
GDM 530 Game Production Tools 4.00<br />
GDM 525 Leadership and Team Dynamics 4.00<br />
GDM 640 Marketing and Media Relations 3.00<br />
GDM 510 Production Leadership 4.00<br />
GDM 521 Production Management Principles 4.00<br />
GDM 610 Production Methodologies 3.00<br />
GDM 630 Quality Assurance 4.00<br />
GDM 555 Research Design 4.00<br />
GDM 651 Thesis Defense 1.00<br />
GDM 690 Thesis: Presentation <strong>of</strong> Game Capstone 3.00<br />
Totals: 48.00<br />
Chronological Schedule by Months<br />
TOTAL CREDIT HOURS: 48<br />
TOTAL WEEKS: 48<br />
1 2 3 4 5 6<br />
PRODUCTION<br />
LEADERSHIP<br />
RESEARCH<br />
DESIGN<br />
QUALITY<br />
ASSURANCE<br />
PRODUCTION<br />
MANAGEMENT<br />
PRINCIPLES<br />
LEADERSHIP &<br />
TEAM DYNAMICS<br />
ASSET<br />
MANAGEMENT<br />
7 8 9 10 11 12<br />
GAME<br />
PRODUCTION<br />
TOOLS<br />
PRODUCTION<br />
METHODOLOGIES<br />
GAME CAPSTONE:<br />
PROJECT I<br />
GAME CAPSTONE:<br />
PROJECT<br />
PREPRODUCTION<br />
MARKETING &<br />
MEDIA RELATIONS<br />
GAME CAPSTONE:<br />
PROJECT PRODUCTION I<br />
GAME CAPSTONE:<br />
PROJECT PRODUCTION II<br />
THESIS: PRESENTATION<br />
OF GAME CAPSTONE<br />
DEVELOPMENT<br />
THESIS<br />
DEFENSE<br />
Course Descriptions<br />
Program Core<br />
GDM 560<br />
Asset Management<br />
Game Projects typically have thousands <strong>of</strong><br />
assets that are created for each and every<br />
game. These can easily overwhelm most<br />
managers and cause problems in the game<br />
schedule. In this course students learn how<br />
to plan and organize their game assets from<br />
day one. This covers how to store assets,<br />
how to plan them in their schedule, and how<br />
to get them from one place to another, such<br />
as from the artist to the game itself. Students<br />
will also learn how to plan the localization <strong>of</strong><br />
their games and assets for different regions.<br />
154 FULL SAIL UNIVERSITY<br />
GAME DESIGN | Master Master <strong>of</strong> Science Science Degree Program 155<br />
Course Outline<br />
Asset Lists and Planning<br />
Storyboard and Concept Art<br />
Asset Workflow<br />
Theme Development<br />
Acceptance Requirements<br />
Localization<br />
Multiple SKUs<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GDM 611<br />
Game Capstone Project I<br />
This course has been created to address<br />
scheduling needs for students who have<br />
failed back in Final Project, and will be<br />
restarting month eight (but have already<br />
taken Production Methodologies and<br />
passed). This means that graduate students<br />
in Game Capstone Project 1 will be serving<br />
as internal producers for a team <strong>of</strong> bachelors<br />
students tasked with creating a game in<br />
five months. This work includes the initial<br />
and revised designs <strong>of</strong> the game, as well as<br />
garnering approval for that design through a<br />
pitch process. During the independent study<br />
component <strong>of</strong> the course, a faculty team<br />
evaluates the team’s progress.<br />
Course Outline<br />
Game Design<br />
Team Pitches<br />
Team Coordination<br />
Total credit hours 1.00<br />
Course length 4 weeks<br />
GDM 620<br />
Game Capstone:<br />
Project Preproduction<br />
In the Game Capstone: Project<br />
Preproduction Course, students are paired<br />
with an undergraduate Game Project group<br />
to plan the genre and scope <strong>of</strong> their game<br />
project, including designing the gameplay,<br />
and determining technological issues.<br />
Students decide what kind <strong>of</strong> features the<br />
game will have and exactly how they will be<br />
accomplished before assigning individual tasks<br />
and beginning production.<br />
Course Outline<br />
Team Pitches<br />
Team Coordination<br />
Resource Allocation<br />
Asset Requirements<br />
Game Design<br />
Interface Design<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GDM 631<br />
Game Capstone Project<br />
Production I<br />
This course has been created to address<br />
scheduling needs for students who have<br />
failed back in Final Project, and will be<br />
restarting month eight (but have already<br />
taken Production Methodologies and<br />
Marketing and Media Relations, and passed).<br />
This means that, as in Game Capstone<br />
Project Production 2, graduate students in<br />
Game Capstone Project Production 1 will be<br />
serving as internal producers for a team <strong>of</strong><br />
bachelors students tasked with creating a<br />
game in five months. This work includes the<br />
creation <strong>of</strong> a game engine and art assets.<br />
During the independent study component<br />
<strong>of</strong> the course, a faculty team evaluates the<br />
team’s progress.<br />
Course Outline<br />
Task Tracking<br />
Milestone Acceptance<br />
Asset Tracking<br />
Defect Tracking<br />
Team Management<br />
Project Integration<br />
Presentation Preparation<br />
Total credit hours 1.00<br />
Course length 4 weeks<br />
GDM 650<br />
Game Capstone:<br />
Project Production II<br />
In the Game Capstone: Project<br />
Production II Course, the final project serves<br />
as the culmination <strong>of</strong> skills developed during<br />
the Game Design Program, demonstrating the<br />
student’s discipline and mastery <strong>of</strong> computer<br />
game design and development. Students are<br />
placed into groups and given the task <strong>of</strong> writing<br />
a computer game. For the graduate student<br />
this will be their opportunity to act as Producer<br />
for the project. During the independent study<br />
component <strong>of</strong> the course, a faculty team<br />
evaluates the completeness <strong>of</strong> each team’s plan<br />
and progress.<br />
Course Outline<br />
Task Tracking<br />
Milestone Acceptance<br />
Asset Tracking<br />
Defect Tracking<br />
Team Management<br />
Project Integration<br />
Presentation Preparation<br />
Total credit hours 4.00<br />
Course length 4 weeks
Course Descriptions<br />
Program Core<br />
GDM 530<br />
Game Production Tools<br />
This course equips students with tools used<br />
in the processes <strong>of</strong> s<strong>of</strong>tware production and<br />
project management. Students in this course<br />
learn about project management s<strong>of</strong>tware<br />
that aids in the management, workflow, and<br />
documentation <strong>of</strong> projects, including Micros<strong>of</strong>t<br />
Project, Visio, asset management systems,<br />
defect tracking systems, and more.<br />
Course Outline<br />
Micros<strong>of</strong>t Project<br />
Project Tracking<br />
Project Budgeting<br />
Tracking Resources<br />
Micros<strong>of</strong>t Visio<br />
Workflow Tracking<br />
Asset and Source Control<br />
Installers<br />
Wiki Creation<br />
Bug Tracking Tools<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GDM 525<br />
Leadership and<br />
Team Dynamics<br />
The Leadership and Team Dynamics<br />
Course is focused on the s<strong>of</strong>t skills necessary<br />
to successfully operate as an effective leader,<br />
particularly as that applies to production roles in<br />
the game industry. Students in this course build<br />
upon theories <strong>of</strong> leadership, management, and<br />
teambuilding discussed throughout the program,<br />
combining those concepts with theories <strong>of</strong><br />
personality analysis that will give students<br />
greater insight into themselves and those they<br />
will lead in the industry. Students also have the<br />
opportunity to take on the leadership mantle,<br />
allowing them to experience the practical<br />
application <strong>of</strong> these theoretical systems.<br />
Course Outline<br />
Leadership and Personality<br />
Co-Leadership Theory & Techniques<br />
Communication Theory<br />
Group Dynamics<br />
Teambuilding Techniques<br />
Performance Metrics<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GDM 640<br />
Marketing and<br />
Media Relations<br />
This course takes students through the<br />
marketing process, helping them to develop<br />
the skills required to help an organization<br />
deliver a concise and credible message.<br />
Topics <strong>of</strong> study include consumer research,<br />
advertising, product planning, distribution,<br />
public relations, and media relationships.<br />
The culmination <strong>of</strong> this course is the application<br />
<strong>of</strong> these topics to the capstone final project.<br />
Course Outline<br />
Marketing Overview<br />
Game Media<br />
Game and IP Branding<br />
Matching Game and Markets<br />
ESRB Ratings<br />
Community and Forum Relations<br />
Reviews and Rankings<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
GDM 510<br />
Production Leadership<br />
The process <strong>of</strong> producing video games involves<br />
multiple highly technical team players and<br />
requires a specialized set <strong>of</strong> strategies for<br />
leading such a team. This course examines the<br />
theoretical basis for assessing team motivation<br />
and several effective approaches to influencing<br />
behavior and facilitating high performance for<br />
the individuals and the team as a whole. The<br />
students will be introduced to the scientific<br />
method and will develop critical thinking skills<br />
necessary for their thesis research and for the<br />
effective leadership <strong>of</strong> production teams.<br />
Course Outline<br />
Power and Influence<br />
Communication<br />
Worker Motivation<br />
Research Methods<br />
Leader Traits and Skills<br />
Leadership Styles<br />
Situational Leadership<br />
Leadership Research and Theories<br />
Team Leadership<br />
Conflict Management<br />
Leading Diversity<br />
Leadership Ethics<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GDM 521<br />
Production<br />
Management Principles<br />
The Production Management Principles<br />
Course introduces students to general project<br />
management (PM) theory and principles, and<br />
<strong>of</strong>fers practical applications for project planning<br />
and team management. Students are immersed<br />
in the project management body <strong>of</strong> knowledge,<br />
and explore case studies and real-life analogies<br />
to complement their theoretical understanding.<br />
The course begins with an introduction to PM<br />
and its importance, and then teaches students<br />
the five process groups (initiating, planning,<br />
executing, monitoring, and controlling and<br />
closing a project). Students become familiar<br />
with various knowledge areas (e.g., scope,<br />
time, cost, quality, integration, etc.), and are<br />
introduced to the countless management skills<br />
necessary to be successful project managers<br />
and team leaders.<br />
Course Outline<br />
Creating a Project Plan<br />
Understanding Project Planning S<strong>of</strong>tware<br />
Project Plan Development and Execution<br />
Project Management and<br />
Budget Management<br />
Entertainment Leadership Portfolio<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GDM 610<br />
Production Methodologies<br />
The Production Methodologies Course<br />
examines the many different ways that<br />
managers can schedule, plan, and execute their<br />
projects. Students learn project management<br />
methods and s<strong>of</strong>tware development methods<br />
and explore how these led to the basis <strong>of</strong><br />
production methodologies. They also examine<br />
the different approaches to planning and<br />
executing projects, as well as learning which<br />
ones are more suited to the s<strong>of</strong>tware and<br />
manufacturing fields.<br />
156 FULL SAIL UNIVERSITY<br />
GAME DESIGN | Master Master <strong>of</strong> Science Science Degree Program 157<br />
Course Outline<br />
Production History<br />
Production for Manufacturing<br />
Production for S<strong>of</strong>tware Development<br />
Basic Production Methodologies<br />
Risk Management Strategies<br />
S<strong>of</strong>tware Integration Strategies<br />
Project Scope<br />
Lean and Agile Development<br />
Procurement<br />
Human Resources<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
GDM 630<br />
Quality Assurance<br />
Quality Assurance is an integral component<br />
<strong>of</strong> the game design process. The successful<br />
delivery <strong>of</strong> a game is dependent on the<br />
verification and validation <strong>of</strong> an effective<br />
quality assurance system. Topics in this course<br />
include function prototypes, test sets (which<br />
include defect testing and acceptance testing),<br />
and structural prototyping. Students develop<br />
a continuous process improvement program for<br />
their capstone project. The bug testing cycle<br />
and accepted bug testing s<strong>of</strong>tware are also<br />
introduced. This course provides students with<br />
the skills to design and implement a testing<br />
program from the beginning <strong>of</strong> the development<br />
cycle to the end.<br />
Course Outline<br />
Bug Tracking Plan<br />
Defect Determination<br />
Tracking S<strong>of</strong>tware Configuration<br />
Prototyping<br />
Game Testing<br />
Bug Tracking and Allocation<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GDM 555<br />
Research Design<br />
The Research Design Course is a blend <strong>of</strong><br />
academic and applied science, targeting core<br />
design principles through scholarly research<br />
methods and applied usability techniques. The<br />
first part <strong>of</strong> this course will allow the student<br />
to understand the core principles <strong>of</strong> applied<br />
research (validity). The second part <strong>of</strong> this course<br />
will allow the student to understand the core<br />
principles <strong>of</strong> applied design (usability). A human<br />
design approach will allow students to test<br />
commercial products and video games. Students<br />
will move past surface level references to game<br />
design mechanics, endeavoring to explore<br />
complex game mechanic constructs such as<br />
reward systems, timing, skills, rules, immersion,<br />
mental models, knowledge structures, and more.<br />
Course Outline<br />
Advanced Research Methods<br />
Advanced Design Constructs<br />
Validity<br />
Game Usability<br />
Efficiency<br />
Game Feel<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GDM 651<br />
Thesis Defense<br />
Thesis Defense an in practicum course tied<br />
to students’ final step in the thesis process:<br />
defending their topic, paper, and findings to<br />
their thesis committee. Students are expected<br />
to be the expert on their research, to be able to<br />
support the conclusions they’ve drawn, and to<br />
be able to speak to the merits and limitations <strong>of</strong><br />
the research they’re <strong>of</strong>fering to the industry. The<br />
students’ committees must approve them for the<br />
possibility to defend, and that approval hinges<br />
upon the quality <strong>of</strong> the thesis paper submitted.<br />
Course Outline<br />
Thesis Draft Submission<br />
Thesis Draft Revision<br />
Committee Draft Approval<br />
Thesis Defense Meeting<br />
Total credit hours 1.00<br />
Course length 4 weeks<br />
GDM 690<br />
Thesis: Presentation<br />
<strong>of</strong> Game Capstone<br />
Development<br />
Evaluation <strong>of</strong> each student’s successful<br />
completion <strong>of</strong> the course is based on the<br />
completed game, the game presentation,<br />
and their leadership.<br />
Course Outline<br />
Leadership Assessment<br />
Project Review<br />
Project Presentations<br />
Project Archival<br />
Final Milestone Acceptance<br />
Task Closure<br />
Portfolio Closure<br />
Interviews<br />
Total credit hours 3.00<br />
Course length 4 weeks
Game<br />
Development<br />
Bachelor <strong>of</strong> Science Degree Program<br />
Video games have evolved into much more than<br />
just simple entertainment. It only takes one look<br />
at successful games today to see that the level <strong>of</strong><br />
sophistication involved in game development is<br />
continually advancing. Improvements in hardware and<br />
s<strong>of</strong>tware mean that game developers now have the<br />
freedom to use that technology to create gameplay<br />
that draws players into these digital worlds.<br />
Learning to build those worlds and experiences<br />
is the challenge facing game developers today,<br />
and it’s what our Game Development Bachelor <strong>of</strong><br />
Science Degree Program is all about. By taking you<br />
through the theory and design principles <strong>of</strong> games,<br />
then focusing the curriculum on programming and<br />
implementation, the program is designed to take<br />
you through the entire game development process<br />
and prepare you for a challenging and rewarding<br />
career making games.<br />
Graduates <strong>of</strong> this degree may apply to continue<br />
their education with the:<br />
Game Design<br />
Master <strong>of</strong> Science Degree Program<br />
Entertainment Business<br />
Master <strong>of</strong> Science Degree Program<br />
CAMPUS<br />
PROGRAM<br />
ONLINE<br />
PROGRAM<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
Programming Languages<br />
Interactive Development<br />
Architectures<br />
Projects<br />
CAMPUS ONLINE CAMPUS ONLINE<br />
158 FULL SAIL UNIVERSITY<br />
* IF YOU’RE INTERESTED IN ANOTHER EDUCATIONAL PROGRAM TRACK, PLEASE CONTACT PROGRAMOUR<br />
PROGRAM ADMISSIONS<br />
GAME DEVELOPMENT PROGRAM<br />
| Bachelor Bachelor <strong>of</strong> Science Science Degree Program 159<br />
DEPARTMENT TO EXPLORE YOUR OPTIONS.
ENT<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
data<br />
STRUCTURES<br />
Programming Languages<br />
Programming is the language <strong>of</strong> video games – the<br />
specifi c commands that control the what, how, and<br />
when <strong>of</strong> the game. To develop a game, you need to<br />
know components<br />
how to speak this language and understand<br />
how to program to get the most out <strong>of</strong> the hardware<br />
or s<strong>of</strong>tware at your disposal.<br />
UNIQUE<br />
GAME DEV<br />
<strong>Full</strong> <strong>Sail</strong>’s Game Development program covers the<br />
standard building blocks <strong>of</strong> programming languages<br />
as well as advanced programming concepts like<br />
data structures and key algorithms. The primary<br />
language practical<br />
you’ll use is C++, but we’ll also expose you<br />
to APPLICATIONS<br />
Assembly, C, C#, and scripting tools you can use<br />
PROGRAM to create convincing LANGUAGES/<br />
and interesting game worlds.<br />
INTERACTIVE Your programming courses DEVELOPMENT<br />
will start you <strong>of</strong>f with the<br />
basics <strong>of</strong> computer programming and then slowly<br />
build your skillset by asking you to create a variety<br />
<strong>of</strong> small programs to test your understanding <strong>of</strong><br />
different coding concepts.<br />
ARCHITECTURES<br />
PROPRIETARY<br />
game<br />
PROJECTS<br />
ENGINES<br />
preproduction<br />
PROCESSES<br />
key ALGORITHMS<br />
hardware<br />
s<strong>of</strong>tware<br />
SYSTEMS<br />
data<br />
STRUCTURES<br />
UNIQUE<br />
Interactive Development<br />
components<br />
The Unreal engine, the Crytek engine, the Doom<br />
engine, and the development tools associated with<br />
them – these are the s<strong>of</strong>tware tools that power<br />
many <strong>of</strong> the best-selling games <strong>of</strong> recent years.<br />
The development <strong>of</strong> these specialized, proprietary<br />
game engines and tools has become an important<br />
component at gaming studios where programmers<br />
and artists use them to build their levels and<br />
practical<br />
assemble a game.<br />
APPLICATIONS<br />
In the Game Development program, our specifi c tools<br />
classes cover such key concepts as geometry loaders,<br />
particle editors, level editors, and A.I. editors. Being<br />
able to develop tools specifi c to your game engine<br />
ultimately allows asset developers and level designers<br />
to machine<br />
save programming time and do their jobs more<br />
effectively – which in turn makes for better games.<br />
PROPRIETARY<br />
game<br />
ENGINES<br />
preproduction<br />
PROCESSES<br />
GRAPHIC<br />
audio<br />
ALGORITHMS<br />
A.I. coding<br />
COLLISION interface<br />
ARCHITECTURE<br />
OPTIMIZATION<br />
ASSETS<br />
keyALGORITHMS hardware<br />
s<strong>of</strong>tware<br />
SYSTEMS<br />
COLLISION interface<br />
machine<br />
ARCHITECTURE<br />
OPTIMIZATION<br />
CONCEPTS<br />
PROPRIETARY<br />
game<br />
ENGINES<br />
preproduction<br />
PROCESSES<br />
COLLISION interface<br />
machine<br />
ARCHITECTURE<br />
OPTIMIZATION<br />
GRAPHIC<br />
audio<br />
ALGORITHMS<br />
ASSETS<br />
A.I. coding<br />
CONCEPTS<br />
160 FULL SAIL UNIVERSITY<br />
GAME DEVELOPMENT | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 161
MS<br />
re e<br />
S<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
GAME DEV<br />
PROPRIETARY<br />
game<br />
ENGINES<br />
PROGRAM LANGUAGES/<br />
INTERACTIVE DEVELOPMENTmachine<br />
PROCESSES<br />
preproduction<br />
ARCHITECTURES<br />
.I. GRAPHIC<br />
coding<br />
CONCEPTS<br />
MS<br />
n S<br />
audio<br />
ASSETS GAME DEV<br />
Architectures<br />
PROJECTS<br />
PROGRAM LANGUAGES/<br />
INTERACTIVE DEVELOPMENT<br />
PROJECTS<br />
machine<br />
COLLISION interface<br />
data<br />
ARCHITECTURE<br />
Technology has expanded to allow developers<br />
to create games across a number <strong>of</strong> different<br />
platforms – including cell phones, handheld game<br />
consoles, websites, and more. With so many<br />
options, understanding the unique components<br />
<strong>of</strong> each platform will make you better equipped<br />
as a developer.<br />
By learning the architecture <strong>of</strong> these hardware and<br />
s<strong>of</strong>tware systems, you’ll better understand the<br />
preproduction processes, allowing you to plan your<br />
content around the architecture <strong>of</strong> the system before<br />
you actually ARCHITECTURES<br />
jump in and start coding. In courses like<br />
Machine Architecture and Optimization, you’ll learn<br />
the capabilities <strong>of</strong> a variety <strong>of</strong> different systems as<br />
you gain the foundation needed to write effective and<br />
powerful applications for many different platforms.<br />
COLLISION interface<br />
ARCHITECTURE<br />
OPTIMIZATION<br />
OPTIMIZATION<br />
STRUCTURES<br />
UNIQUE<br />
components<br />
practical<br />
APPLICATIONS<br />
data<br />
STRUCTURES<br />
UNIQUE<br />
components<br />
practical<br />
APPLICATIONS<br />
key ALGORITHMS<br />
hardware<br />
s<strong>of</strong>tware<br />
SYSTEMS<br />
PROPRIETARY<br />
game<br />
ENGINES<br />
preproduction<br />
PROCESSES<br />
GRAPHIC<br />
audio<br />
ALGORITHMS<br />
ASSETS<br />
A.I. coding<br />
CONCEPTS<br />
key ALGORITHMS<br />
hardware<br />
s<strong>of</strong>tware<br />
SYSTEMS<br />
COLLISION interface<br />
machine<br />
ARCHITECTURE<br />
OPTIMIZATION<br />
PROPRIETARY<br />
game<br />
ENGINES<br />
preproduction<br />
PROCESSES<br />
COLLISION interface<br />
machine<br />
ARCHITECTURE<br />
OPTIMIZATION<br />
GRAPHIC<br />
audio<br />
ALGORITHMS<br />
ASSETS<br />
A.I. coding<br />
CONCEPTS<br />
coding<br />
FULL SAIL UNIVERSITY GAME DEVELOPMENT |<br />
162 FULL SAIL UNIVERSITY<br />
GAME DEVELOPMENT | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 163<br />
CONCEPTS
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
data<br />
STRUCTURES<br />
UNIQUE<br />
components<br />
practical<br />
APPLICATIONS<br />
key ALGORITHMS<br />
hardware<br />
s<strong>of</strong>tware<br />
SYSTEMS<br />
ARCHITECTURES<br />
PROJECTS<br />
PROGRAM LANGUAGES/<br />
INTERACTIVE DEVELOPMENT<br />
ARCHITECTURES<br />
PROPRIETARY<br />
game<br />
PROJECTS<br />
ENGINES<br />
preproduction<br />
PROCESSES<br />
GAME DEV<br />
PROGRAM LANGUAGES/ CONCEPTS<br />
INTERACTIVE DEVELOPMENT<br />
ARCHITECTURES<br />
PROJECTS<br />
UNIQUE<br />
components<br />
data<br />
STRUCTURES<br />
practical<br />
components<br />
COLLISION practical interface<br />
APPLICATIONS<br />
keyALGORITHMS SYSTEMS<br />
hardware<br />
s<strong>of</strong>tware<br />
data<br />
STRUCTURES<br />
UNIQUE<br />
components<br />
practical<br />
APPLICATIONS<br />
164 FULL SAIL UNIVERSITY<br />
GAME DEVELOPMENT | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 165<br />
UNIQUE<br />
APPLICATIONS<br />
machine<br />
ARCHITECTURE<br />
OPTIMIZATION<br />
GRAPHIC<br />
audio<br />
ALGORITHMS<br />
ASSETS<br />
A.I. coding<br />
hardware<br />
s<strong>of</strong>tware<br />
Projects<br />
PROPRIETARY<br />
game<br />
ENGINES<br />
preproduction<br />
PROCESSES<br />
SYSTEMS ALGORITHMS<br />
A.I.<br />
GRAPHIC<br />
audio<br />
ALGORITHMS<br />
ASSETS<br />
A.I. coding<br />
CONCEPTS<br />
Many <strong>of</strong> your courses in the Game Development<br />
program will feature projects dedicated to helping<br />
you apply your new skills to a practical application<br />
whether it’s creating a program that tests your A.I.<br />
algorithms or your implementation <strong>of</strong> collisiondetection<br />
in a 3D world. Further projects include<br />
creating your own small games that use the concepts<br />
<strong>of</strong> Windows programming as well as fundamental<br />
PROPRIETARY<br />
tasks such as interface design and score keeping.<br />
key ALGORITHMS<br />
game<br />
ENGINES<br />
As the culmination <strong>of</strong> your education, your fi nal<br />
project in the program will place you on a team<br />
where you’ll pitch your idea for a complete game.<br />
After getting approval, a dedicated support staff will<br />
act hardware<br />
as the producers for your game – working with<br />
you throughout s<strong>of</strong>tware the production to answer questions<br />
and help you gather your graphic and audio assets.<br />
SYSTEMS<br />
You’ll have the opportunity to team up with Game Art<br />
and Recording Arts students to work through every<br />
aspect <strong>of</strong> the development process, with the end<br />
result being a fully playable game that you’ve created<br />
from the ground up – your ideas, your gameplay, your<br />
own interactive demo reel – to show <strong>of</strong>f to employers. A.I.<br />
ALGORITHMS<br />
preproduction<br />
PROCESSES<br />
COLLISION<br />
interface<br />
GRAPHIC<br />
preproduction<br />
PROCESSES<br />
GRAPHIC<br />
machine<br />
audio<br />
ARCHITECTURE<br />
ASSETS<br />
audio<br />
ASSETS<br />
OPTIMIZATION<br />
CO
166<br />
Overview<br />
Our Game Development curriculum is designed to<br />
give you the programming skills and game theory<br />
needed to excel in the world <strong>of</strong> game development.<br />
During the beginning <strong>of</strong> the program, you’ll be<br />
developing a foundation <strong>of</strong> programming skills and<br />
improving your grasp <strong>of</strong> the design concepts used<br />
to create content. You’ll learn the details <strong>of</strong> a game<br />
development cycle from preproduction to fi nished<br />
product, and begin to create simple games that will<br />
help to develop your programming and design skills.<br />
Then you’ll move into more complex and detailed<br />
tasks in courses like DirectX, OpenGL, Machine<br />
Architecture, Optimization, and S<strong>of</strong>tware Architecture.<br />
Finally, you’ll focus all those skills on your fi nal group<br />
project – a complete playable game that you design,<br />
develop, and produce from start to fi nish. It’s all part<br />
<strong>of</strong> a complete game development education that will<br />
get you ready to face the demands <strong>of</strong> the pr<strong>of</strong>essional<br />
game world.<br />
In addition to learning the game development<br />
process, you’ll have courses focusing on computer<br />
business applications, personal fi nance management,<br />
communication skills, and how to prepare yourself for<br />
that fi rst step into the gaming industry. To help you<br />
make that transition, we’ve also got a team <strong>of</strong> Career<br />
Development pr<strong>of</strong>essionals that can help you polish<br />
your interviewing skills and résumé and get you<br />
ready to enter the industry. In addition, our Career<br />
Development services and advisors will be available<br />
for support and assistance throughout your career –<br />
not just during your education.<br />
Objective<br />
Our goal is to provide you with the focused<br />
knowledge and understanding <strong>of</strong> game development<br />
useful in qualifying for entry-level, industry positions<br />
as game programmers, tool builders, network<br />
programmers, I/O programmers, collision detection<br />
developers, artifi cial intelligence programmers,<br />
engine builders, and interface programmers.<br />
Completion <strong>of</strong> this degree program will greatly<br />
enhance your ability to create program code for<br />
3D graphic display, multiplayer gaming, artifi cially<br />
intelligent opponents, and real time virtual<br />
environments. Additional skills at your disposal will<br />
include an understanding <strong>of</strong> the proper presentation<br />
<strong>of</strong> game docs as well as an understanding <strong>of</strong> the<br />
math and physics required to model a realistic<br />
game world.<br />
In addition to technical pr<strong>of</strong>i ciency and creative<br />
development, your education will help you develop<br />
critical thinking, problem solving, and analytical skills<br />
that contribute to life learning, providing you with tools<br />
to help sustain a long and productive pr<strong>of</strong>essional<br />
career in the entertainment and media industry.<br />
GAME DEVELOPMENT<br />
OVERVIEW & OBJECTIVE<br />
FULL SAIL UNIVERSITY<br />
GAME DEVELOPMENT | Bachelor Bachelor <strong>of</strong> Science Science Degree Program<br />
FULL SAIL UNIVERSITY 167
Game Development<br />
Bachelor <strong>of</strong> Science Degree Program<br />
PROGRAM CORE<br />
Code Course Credit Hours<br />
GDD 245 3D Content Creation 3.00<br />
CAP 4053 Artificial Intelligence † 4.00<br />
GDD 250 Data Structures 4.00<br />
GDD 111 Design Fundamentals 3.00<br />
GDD 355 DirectX 4.00<br />
GDD 477 Engine Development I 4.00<br />
GDD 478 Engine Development II 4.00<br />
DIG 3628 Game Networking † 3.00<br />
GDD 482 Game Planning & Architecture 4.00<br />
GDD 481 Game Preproduction 3.00<br />
GDD 490 Game Project I 4.00<br />
GDD 493 Game Project II 4.00<br />
GDD 495 Game Project III 4.00<br />
GDD 461 Machine Architecture I 3.00<br />
GDD 463 Machine Architecture II 3.00<br />
GDD 367 OpenGL 4.00<br />
GDD 291 Operating Systems 3.00<br />
GDD 472 Optimization 4.00<br />
COP 1000 Programming I † 4.00<br />
COP 2334 Programming II † 4.00<br />
COP 2335 Programming III † 4.00<br />
GDD 470 Real Time Animation 3.00<br />
GDD 125 Rules <strong>of</strong> the Game 3.00<br />
GDD 354 S<strong>of</strong>tware Architecture 3.00<br />
Chronological Schedule by Months<br />
1 2 3 4 5 6 7<br />
ENGLISH<br />
COMPOSITION I<br />
DESIGN<br />
FUNDAMENTALS<br />
PROGRAMMING I PROGRAMMING II PROGRAMMING III<br />
CALCULUS &<br />
TRIGONOMETRY<br />
LINEAR ALGEBRA PHYSICS<br />
DATA<br />
STRUCTURES<br />
ETHICS &<br />
PSYCHOLOGY<br />
WINDOWS<br />
PROGRAMMING I<br />
HISTORICAL ARCHETYPES<br />
& MYTHOLOGY<br />
WINDOWS<br />
PROGRAMMING II<br />
8 9 10 11 12 13 14<br />
DIRECTX<br />
SOFTWARE<br />
ARCHITECTURE<br />
STRUCTURE OF<br />
GAME DESIGN<br />
RULES OF<br />
THE GAME<br />
STRUCTURE OF<br />
GAME PRODUCTION I<br />
OPERATING<br />
SYSTEMS<br />
STRUCTURE OF<br />
GAME PRODUCTION II<br />
GDD 359 S<strong>of</strong>tware Engineering 3.00<br />
GDD 234 Structure <strong>of</strong> Game Design 4.00<br />
GDD 356 Structure <strong>of</strong> Game Production I 4.00<br />
GDD 358 Structure <strong>of</strong> Game Production II 4.00<br />
GDD 344 Windows Programming I 4.00<br />
GDD 345 Windows Programming II 4.00<br />
Totals: 109.00<br />
GENERAL EDUCATION<br />
Code Course Credit Hours<br />
GEN 173 Calculus and Trigonometry 4.00<br />
ENC 1101 English Composition I* † 4.00<br />
PPE 2110 Ethics and Psychology † 4.00<br />
GEN 251 Historical Archetypes and Mythology 4.00<br />
SPC 2140 Interpersonal Communications* 4.00<br />
GEN 242 Linear Algebra 4.00<br />
GEN 262 Physics 4.00<br />
SPC 1606 Public Speaking † 4.00<br />
Totals: 32.00<br />
OPENGL<br />
SOFTWARE ENGINEERING<br />
TOTAL CREDIT HOURS: 141<br />
TOTAL WEEKS: 84<br />
ENGINE<br />
DEVELOPMENT I<br />
MACHINE<br />
ARCHITECTURE I<br />
3D CONTENT<br />
CREATION<br />
OPTIMIZATION<br />
MACHINE<br />
ARCHITECTURE II<br />
15 16 17 18 19 20 21<br />
ARTIFICIAL<br />
INTELLIGENCE<br />
REAL TIME<br />
ANIMATION<br />
ENGINE<br />
DEVELOPMENT II<br />
GAME<br />
NETWORKING<br />
PUBLIC<br />
SPEAKING<br />
GAME<br />
PREPRODUCTION<br />
GAME PLANNING<br />
& ARCHITECTURE<br />
INTERPERSONAL<br />
COMMUNICATIONS<br />
* These specific courses are <strong>of</strong>fered online. Please see course description for details.<br />
† These specific courses use the Florida Statewide Course Numbering System (SCNS).<br />
GAME<br />
PROJECT I<br />
GAME<br />
PROJECT II<br />
GAME<br />
PROJECT III<br />
Course Descriptions<br />
Program Core<br />
GDD 245<br />
3D Content Creation<br />
The 3D Content Creation Course explores<br />
techniques used in the pr<strong>of</strong>essional game<br />
industry to create and render content for state<strong>of</strong>-the-art<br />
real time 3D games. Topics covered<br />
include geometry, lighting, shading, texturing,<br />
the rendering pipeline, the content creation<br />
pipeline, animation, and level editors. Student<br />
assignments include creating and animating<br />
content with a major 3D modeling s<strong>of</strong>tware<br />
package, as well as using a level editor to<br />
create environments for use in a commercial<br />
game engine.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
168 FULL SAIL UNIVERSITY<br />
GAME DEVELOPMENT | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 169<br />
Course Outline<br />
Introduction to Real Time 3D Graphics<br />
Lighting and Shading<br />
Textures and Texturing Techniques<br />
Modeling Theory<br />
Real Time Animation<br />
Level Editors<br />
Exporting<br />
Rendering and Content<br />
Creation Pipelines<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
CAP 4053<br />
Artifi cial Intelligence †<br />
In the Artificial Intelligence Course,<br />
students learn techniques for designing<br />
intelligent behaviors and creating lifelike<br />
behaviors in characters to be used in<br />
modern games in order to provide realism,<br />
and computer opponents that continue to<br />
challenge players even after repeated gameplay.<br />
Students learn how to give intelligence<br />
to computer characters, including techniques<br />
for searching, game-playing, decision making,<br />
and learning. Various techniques for modeling<br />
realistic behaviors are also studied.<br />
Course Outline<br />
Agent Architecture<br />
Knowledge Representation<br />
Problem-solving and Search<br />
Logical Deduction & Reasoning<br />
Genetic Algorithms<br />
Turn-based Game-playing<br />
Behavior-driven Intelligence<br />
Decision Making and Learning<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GDD 250<br />
Data Structures<br />
The Data Structures Course provides<br />
students with a programmer’s arsenal <strong>of</strong> code<br />
and techniques by introducing a variety <strong>of</strong><br />
ways to manage data and organize programs.<br />
Students are reintroduced to core C++<br />
concepts, and extensively examine memory and<br />
algorithms dealing with arrays. More complex<br />
programming constructs are also explored by<br />
looking at the linear, dynamic types, such as<br />
Linked Lists, Stacks, Queues, and Heaps. Nonlinear<br />
dynamic methods such as Hash Tables,<br />
Graphs, and Trees are studied in both concept<br />
and implementation. The course also looks at<br />
s<strong>of</strong>tware engineering and code organization<br />
for large-scale projects in C++, focusing on<br />
utilizing Polymorphism and object-based design<br />
patterns. The concept <strong>of</strong> data-driven design is<br />
studied through the various projects assigned<br />
during the course.<br />
Course Outline<br />
Program Memory Usage<br />
Arrays, Dynamic Arrays, and<br />
Array Algorithms<br />
Linked Lists and Linear Data Structures<br />
Hash Tables<br />
Trees<br />
Graphs<br />
The Standard Template Library<br />
Tools and Utilities<br />
Data Compression Techniques<br />
Data-driven Design<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GDD 111<br />
Design Fundamentals<br />
The Design Fundamentals Course<br />
examines three documentation stages <strong>of</strong> game<br />
development: concept design, preliminary<br />
design, and final design production. Students<br />
will learn and implement two <strong>of</strong> these stages<br />
by crafting an original game idea with a team <strong>of</strong><br />
peers. They will begin with a brief examination<br />
<strong>of</strong> common approaches to design and work<br />
towards turning game ideas and concepts into<br />
clarified gameplay components that can be<br />
effectively documented and implemented during<br />
production. They will then work through an<br />
interactive process <strong>of</strong> brainstorming, concept<br />
creation, interactive storytelling, level objective<br />
planning, user experience design, interactivity,<br />
and interface design to connect their ideas<br />
and document them accordingly. They will<br />
maintain the integrity and scope <strong>of</strong> their<br />
projects by reviewing, analyzing, and editing<br />
their composition along the way. Each team will<br />
showcase their completed design in a formal<br />
presentation on the final day <strong>of</strong> the course.<br />
Course Outline<br />
Brainstorming and Analysis<br />
Character and Story Development<br />
Interactivty, Interface, and Display Design<br />
Workshops and Editing<br />
Team Building and Project Planning<br />
Project Presentations<br />
Total credit hours 3.00<br />
Course length 4 weeks
Course Descriptions<br />
Program Core<br />
GDD 355<br />
DirectX<br />
The DirectX Course covers the Micros<strong>of</strong>t<br />
DirectX API for the PC and the Xbox 360,<br />
which encompasses 2D and 3D graphical<br />
rendering and user input. The coursework in<br />
this class is mostly focused on the graphical<br />
portion <strong>of</strong> DirectX.<br />
Course Outline<br />
Introduction to DirectX and 2D Drawing<br />
Rendering 3D Geometry<br />
HLSL Shader Language<br />
Texturing<br />
Terrain and Mesh Loading<br />
3D Lighting Models<br />
User Input with XInput and DirectInput<br />
Particles<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GDD 477<br />
Engine Development I<br />
The Engine Development I Course<br />
teaches students techniques used to integrate<br />
complex systems. In this course, students<br />
explore limitations <strong>of</strong> game engines with<br />
particular emphasis on the architectural engine<br />
design and feature integration. Students also<br />
study and exercise production methodologies<br />
and practices utilized by development studios<br />
to create stand-alone gaming applications.<br />
The course also covers the limitations <strong>of</strong><br />
implementing cross-platform technology for<br />
console and PC-based systems.<br />
Course Outline<br />
3D Object and Camera Motion<br />
View Frustum Culling<br />
Render State Organization,<br />
Techniques, and Optimizations<br />
Bonding Volume Hierarchies<br />
Independent Game Engine Research<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GDD 478<br />
Engine Development II<br />
The Engine Development II Course<br />
focuses on the most utilized motion systems<br />
found within game engines, taking into<br />
account low-level graphics libraries as well<br />
as 3D hardware issues. The course covers<br />
programming complex object and character<br />
motions driven by animations or user input.<br />
Additionally, game object interaction with<br />
other objects and environments using collision<br />
detection and reaction is covered.<br />
Course Outline<br />
Spacial Partitioning<br />
Collision Detection, Intersections,<br />
and Reaction<br />
Animation Systems<br />
Independent Game Engine Research<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DIG 3628<br />
Game Networking †<br />
The Game Networking Course will cover<br />
the techniques and technologies required to<br />
create network-enabled games. Students<br />
will learn basic networking principles,<br />
network protocols, game-specific networking<br />
techniques, and various APIs and encapsulation<br />
techniques. In addition to connection-oriented<br />
and connectionless communications methods,<br />
students will also learn various network<br />
architectures (including the client/server model<br />
and peer-to-peer model) and the standard<br />
Windows/Unix Sockets API in C/C++.<br />
Course Outline<br />
The Internet Protocol (IP)<br />
Transmission Control Protocol (TCP)<br />
Server Networking<br />
Networking Architectures<br />
User Datagram Protocol (UDP)<br />
DNS and IPv6<br />
APIs and Frameworks<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
GDD 482<br />
Game Planning<br />
& Architecture<br />
In the Game Planning & Architecture<br />
Course, project teams meet to plan the art<br />
and technology for their game. They work<br />
together to create a project plan and assess<br />
the risks in their project as well as meet with<br />
artists to develop early prototypes <strong>of</strong> the<br />
more challenging pieces <strong>of</strong> technology in their<br />
project. This course is designed to help students<br />
develop strong communication skills as they<br />
work in a team with programmers and artists.<br />
Course Outline<br />
Asset Planning<br />
Production Schedule Creation<br />
Risk Assessment<br />
Technology Planning<br />
Architecture Creation & Integration<br />
Team Building Skills<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GDD 481<br />
Game Preproduction<br />
In the Game Preproduction Course, the<br />
students plan and pitch the genre and scope<br />
<strong>of</strong> their game, including the actual design,<br />
interactivity, theme, art style, and possible<br />
project issues. Students will decide on what<br />
features will be in the game and who will do<br />
what on the project. The students will also<br />
design out their story and the assets needed<br />
in their project and who will be working on<br />
them as well.<br />
Course Outline<br />
Team Building Skills<br />
Planning Methodology<br />
Design Creation<br />
Art/Theme Creation & Integration<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
GDD 490<br />
Game Project I<br />
The Game Project I Course immerses<br />
students in a four-week game development<br />
project with heavy emphasis on teamwork and<br />
two milestones; Feature Fragment (s) one and<br />
two. Students will take their documentation<br />
created in previous classes and begin work<br />
on their project by coding their core gameplay<br />
and major features for their game by the end <strong>of</strong><br />
the month.<br />
Course Outline<br />
Introduction to Advanced<br />
Game Production<br />
Continuous and Nightly Build Process<br />
Presentation and Milestone Acceptance<br />
Game Project<br />
Game Creation<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GDD 493<br />
Game Project II<br />
The Game Project II Course continues<br />
a four-week game development project that<br />
was begun in Game Project I. The emphasis on<br />
teamwork and project planning continue during<br />
this class along with two major milestones.<br />
Student assignments include maintenance<br />
<strong>of</strong> technical design documentation,<br />
implementation <strong>of</strong> game technology,<br />
preparation and presentations <strong>of</strong> their Alpha<br />
and Beta milestones, as well as continued work<br />
on game projects and integration <strong>of</strong> their assets<br />
towards their final milestone.<br />
Course Outline<br />
Alpha Preparation<br />
Alpha Presentation<br />
Alpha Review<br />
Beta Preparation<br />
Beta Presentation<br />
Beta Review<br />
Game Project<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GDD 495<br />
Game Project III<br />
The Game Project III Course continues<br />
with another four-week game development<br />
project that was begun in Game Project I &<br />
II. The emphasis on teamwork and project<br />
planning continue during this class. Students<br />
will begin their S<strong>of</strong>tware Quality Assurance<br />
cycle with the emphasis on proper defect<br />
reporting mechanisms and correction. Student<br />
assignments include maintenance <strong>of</strong> technical<br />
design documentation, implementation <strong>of</strong><br />
game technology, implementation <strong>of</strong> a quality<br />
assurance cycle as well as continued work on<br />
game projects in a move towards their final<br />
milestone and completion <strong>of</strong> their project.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
170 FULL SAIL UNIVERSITY<br />
GAME DEVELOPMENT | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 171<br />
Course Outline<br />
Final Preparation<br />
Final Presentation<br />
Archive/Wrap-up<br />
Game Compliance<br />
Self-Analysis and Review<br />
Game Project<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GDD 461<br />
Machine Architecture I<br />
This course emphasizes the relationship between<br />
high level programming languages and the<br />
hardware they compile and run upon. We<br />
take a closer look at how code actually runs<br />
on the processor in terms <strong>of</strong> clock cycles,<br />
the assembly produced, and the trade-<strong>of</strong>fs<br />
between memory versus CPU overhead.<br />
Close attention is given to memory operations<br />
and bitwise manipulation. Time is also spent<br />
learning how to navigate around a commandline<br />
Unix-based environment as an introduction<br />
to a non-Windows based operating system.<br />
Course Outline<br />
Data Representation<br />
Von Neumann Architecture<br />
X86 Instructions<br />
Instructions Set Construction<br />
Cache Memory<br />
Virtual Memory<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
GDD 463<br />
Machine Architecture II<br />
An embedded computer system operates<br />
differently from a desktop or laptop machine.<br />
There is generally no operating system and<br />
the functionality requires closer interaction<br />
with the hardware. In this course, the students<br />
will investigate machine architecture with<br />
a particular focus on how the hardware<br />
architecture influences the way the s<strong>of</strong>tware<br />
is designed and crafting code sequences<br />
that marry with the hardware to improve<br />
performance. The class will explore the<br />
embedded development with an emphasis on<br />
how the system impacts the s<strong>of</strong>tware design<br />
and development methodologies.<br />
Course Outline<br />
Embedded Hardware Systems (GBA)<br />
Visualization in an Embedded System<br />
Interrupt Service Routines<br />
Hardware Timers and their Use<br />
Input Processing in Embedded Systems<br />
Optimizing Code for a Target Processor<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
GDD 367<br />
OpenGL<br />
In this course, students are instructed in the<br />
use <strong>of</strong> OpenGL, a high performance crossplatform<br />
real time 3D graphics library that is<br />
widely used in both the game and simulation<br />
industries. Beginning with the basic fixed<br />
pipeline functionality, including lighting, texture<br />
mapping, and other special effects, students<br />
progress to using programmable pipeline<br />
features for the highest performance and<br />
ultimate flexibility in graphics special effects.<br />
Advanced applications <strong>of</strong> matrices for 3D<br />
object and camera transformations are also<br />
covered within the context <strong>of</strong> OpenGL.<br />
Course Outline<br />
Introduction to OpenGL Programming/<br />
3D Primitives and Projections<br />
3D Transformations<br />
Lighting, Materials, Special Effects<br />
Basic Texture Mapping<br />
Vertex Arrays and VBO’s<br />
Advanced Texture Mapping<br />
and Other Techniques<br />
Introduction to Shaders<br />
Intermediate Vertex and<br />
Fragment Programs<br />
Cross-platform Rendering<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GDD 291<br />
Operating Systems<br />
In the Operating Systems Course, students<br />
learn the concepts <strong>of</strong> modern operating systems<br />
and how they impact the code we create.<br />
The students also learn how to construct<br />
multi-threaded applications that are critical for<br />
utilizing modern multi-core processors to their<br />
fullest extent. Students can use this knowledge<br />
to better design their code to efficiently use the<br />
operating systems and CPU hardware on almost<br />
any system that they need to use in their career.<br />
Various API for multithreading are examined<br />
after the concepts have been used with a more<br />
“learning” friendly API.<br />
Course Outline<br />
Modern Operating Systems<br />
System Services<br />
System Programs<br />
Synchronization Methods<br />
Advantages <strong>of</strong> Threading<br />
CPU Scheduling<br />
Deadlock Avoidance<br />
Virtual Memory<br />
Total credit hours 3.00<br />
Course length 4 weeks
Course Descriptions<br />
Program Core<br />
GDD 472<br />
Optimization<br />
The Optimization Course focuses on the<br />
techniques required for increasing the frame<br />
rate <strong>of</strong> video game applications. By examining<br />
the relationship between the CPU, GPU, and<br />
their architectures, students better understand<br />
how code and art affects their platform.<br />
Students are introduced to the process<br />
<strong>of</strong> detecting optimization bottlenecks and<br />
hotspots for the CPU, GPU, and other hardware<br />
resources. Students also explore methods<br />
used to solve common video game hotspots<br />
and bottlenecks. These methods increase<br />
performance through techniques that involve<br />
memory, multi-threading, shaders, drivers, and<br />
CPU/GPU processing.<br />
Course Outline<br />
LCPU, GPU Bus Architecture<br />
CPU Detection and Optimization<br />
GPU Detection and Optimization<br />
Multi-threading<br />
Shading and Optimization<br />
Optimization Tools<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
COP 1000<br />
Programming I †<br />
This course teaches the C++ programming<br />
language as a foundation for creating games.<br />
Students will learn basic C++ coding syntax as<br />
well as fundamental skills such as designing<br />
and building programs.<br />
Course Outline<br />
Introduction to Programming<br />
Variables and Branches<br />
Loops and Arrays<br />
Strings and Functions<br />
Structures<br />
Pointers and Dynamic Memory<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
COP 2334<br />
Programming II †<br />
The Programming II Course continues<br />
teaching the C++ programming language,<br />
focusing on its object-oriented structure as a<br />
tool for creating games. Students in this course<br />
learn class-based C++ coding syntax as well<br />
as additional skills for designing and building<br />
programs. Students are also shown more<br />
advanced concepts such as data structures<br />
and key algorithms.<br />
Course Outline<br />
Classes<br />
Linked Lists and Related Data Structures<br />
Class Operators and Friends<br />
Public Inheritance<br />
Number Bases, Recursion and<br />
Function Pointers<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
COP 2335<br />
Programming III †<br />
The Programming III Course finishes<br />
teaching the essentials <strong>of</strong> C++ and introduces<br />
some handy new items such as the Standard<br />
Template Library plus file input and output.<br />
During this time students are also able to<br />
review some critical topics from previous<br />
months such as debugging, dynamic memory,<br />
classes and linked lists. With the addition<br />
<strong>of</strong> persistent storage, parameterized types<br />
and preexisting code libraries, creating<br />
more complex projects is both easier and<br />
quicker, preparing the students for the larger<br />
applications developed in following courses.<br />
Course Outline<br />
Debugging, Dynamic Memory and LL<br />
File I/O<br />
Rapid Application Development<br />
Class Hierarchies<br />
Templates and Algorithms<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GDD 470<br />
Real Time Animation<br />
Rich and efficient real time animation has<br />
become critical in today’s 3D games. In this<br />
course, the students will examine a wide<br />
scope <strong>of</strong> animation techniques that are used in<br />
traditional computer animations and in-game<br />
real time animation. Course material will<br />
focus on developing executable animation<br />
components including, morphing, articulated<br />
animation, skin and bones characters, an<br />
adaptable animation playback system and<br />
exporting/importing animation data from<br />
industry standard animation creation tools.<br />
Course Outline<br />
Animation Classification and Techniques<br />
Morphing<br />
Articulated Animation<br />
Skin and Bones Animation<br />
Animation Playback System<br />
Animation Compression Techniques<br />
Importing and Exporting Animation Data<br />
Examinations<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
GDD 125<br />
Rules <strong>of</strong> the Game<br />
Creating a game that is both engaging and<br />
enjoyable requires much more than just<br />
programming skills and a good storyline! A<br />
good game must entertain, which requires<br />
conflict structure, play pacing, play balance,<br />
and a good formula for incremental resolution<br />
and reward. The Rules <strong>of</strong> the Game Course<br />
employs a heuristic process designed to help<br />
students identify and cultivate the enigmatic<br />
element <strong>of</strong> fun in games. Students will explore<br />
the process <strong>of</strong> rules structuring and game<br />
usability principles, including interface design<br />
and the range <strong>of</strong> testing procedures. They<br />
apply these principles to their projects, a game<br />
prototype for the companion course Structure<br />
<strong>of</strong> Game Production, and employ a tiered<br />
testing process to confirm play viability and<br />
fun factor!<br />
Course Outline<br />
Game Design Elements<br />
Interface Design<br />
Storytelling<br />
Game Usability<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
GDD 354<br />
S<strong>of</strong>tware Architecture<br />
In the S<strong>of</strong>tware Architecture Course<br />
the student learns to communicate ideas<br />
involved in the process <strong>of</strong> constructing<br />
s<strong>of</strong>tware using the Unified Modeling<br />
Language. Exposure to common design<br />
patterns and development lifecycles help<br />
the student to learn how a robust s<strong>of</strong>tware<br />
architecture can remain flexible and<br />
facilitate change.<br />
Course Outline<br />
S<strong>of</strong>tware Development Lifecycles<br />
Unified Modeling Language<br />
Common Architectural Styles<br />
and Principles<br />
S<strong>of</strong>tware Design Patterns<br />
Case Studies<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
GDD 359<br />
S<strong>of</strong>tware Engineering<br />
The S<strong>of</strong>tware Engineering Course<br />
emphasizes good design practices, debugging,<br />
s<strong>of</strong>tware testing, and team collaboration.<br />
Specific topics covered include requirements<br />
analysis, design documentation, design<br />
patterns, coding standards, common coding<br />
errors, debugging strategies, testing methods,<br />
test case design, and source control. To put<br />
these concepts into practice, the students<br />
work in small teams and port an existing<br />
game to an arcade platform. In short, skills<br />
that are indispensable to success to the game<br />
development industry, but that are <strong>of</strong>ten skipped<br />
in a traditional computer science curriculum.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
172 FULL SAIL UNIVERSITY<br />
GAME DEVELOPMENT | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 173<br />
Course Outline<br />
Code Conventions<br />
Source Version Control<br />
Debugging Practices<br />
Problem-solving Techniques<br />
Technical Documentation Solutions<br />
Research Pathways<br />
Large-scale Project Maintenance<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
GDD 234<br />
Structure <strong>of</strong> Game Design<br />
The Structure <strong>of</strong> Game Design Course<br />
is designed to communicate the important<br />
techniques used by game programmers and<br />
designers during a typical production cycle.<br />
Student assignments include, but are not<br />
limited to, implementation <strong>of</strong> reusable game<br />
technology, algorithm analysis, usage <strong>of</strong> game<br />
industry tools and platforms, and game projects.<br />
Course Outline<br />
Introduction to Basic Game Structure<br />
Elements <strong>of</strong> Reusable<br />
Game Technology<br />
Game Logic and 2D<br />
Collision Detection<br />
Integrating Game Design<br />
and Programming<br />
Using Design Patterns to Build<br />
Scalable Architectures<br />
Developing Scripting Languages<br />
Introduction to Tile Maps<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GDD 356<br />
Structure <strong>of</strong><br />
Game Production I<br />
The Structure <strong>of</strong> Game Production I<br />
Course immerses students in the initial stages<br />
<strong>of</strong> an eight-week game development project with<br />
heavy emphasis on teamwork as well as project<br />
planning and documentation. Students are also<br />
introduced to Agile Production Methodologies<br />
and Best Practices <strong>of</strong> Game Production.<br />
Student assignments include creation and<br />
maintenance <strong>of</strong> technical design documentation,<br />
implementation <strong>of</strong> game technology, and<br />
project planning details designed to provide a<br />
strong foundation for delivering milestones in<br />
subsequent courses.<br />
Course Outline<br />
Introduction to Game Production<br />
Game Production Methodologies<br />
Elements <strong>of</strong> Teamwork<br />
Schedule Creation and Documentation<br />
Game Project<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GDD 358<br />
Structure <strong>of</strong><br />
Game Production II<br />
The Structure <strong>of</strong> Game Production II<br />
Course concludes an eight-week game<br />
development project with heavy emphasis<br />
on teamwork as well as project planning and<br />
documentation. Students are also introduced<br />
to a S<strong>of</strong>tware Quality Assurance cycle with<br />
an emphasis on peer review and proper<br />
defect reporting mechanisms. Student<br />
assignments include Milestone planning,<br />
implementation <strong>of</strong> game technologies and<br />
features, and design and implementation <strong>of</strong> a<br />
quality assurance cycle, designed to provide<br />
a strong foundation for delivering milestones<br />
in subsequent courses.<br />
Course Outline<br />
Project Overview<br />
Phases <strong>of</strong> Production<br />
Schedule Creation and Documentation<br />
Game Project<br />
S<strong>of</strong>tware Testing Techniques<br />
Presentation and Self-analysis<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GDD 344<br />
Windows Programming I<br />
The Windows Programming I Course is a<br />
comprehensive survey <strong>of</strong> Windows programming<br />
through the use <strong>of</strong> the C-style Win32 API. The<br />
Win32 API is examined in order to gain a full<br />
understanding <strong>of</strong> its nature and scope, with<br />
particular attention paid to message-driven<br />
architecture and how programming with the<br />
Win32 API is different from console techniques.<br />
Students also explore dialog boxes, Windows<br />
common controls, the Win32 GDI, dynamic link<br />
libraries, and multitasking.<br />
Course Outline<br />
Win32 Overview<br />
Win32 API<br />
GDI<br />
The File Menu<br />
Real-Time Programming<br />
Multi-Threading<br />
Bitmaps<br />
Advanced Win32 Topics<br />
Dynamic Link Libraries<br />
MFC<br />
Total credit hours 4.00<br />
Course length 4 weeks
Course Descriptions<br />
Program Core General Education<br />
GDD 345<br />
Windows Programming II<br />
The Windows Programming II Course<br />
is a comprehensive survey <strong>of</strong> Windows<br />
programming through the use <strong>of</strong> the objectoriented<br />
.NET Framework in conjunction<br />
with the C# programming language. The .NET<br />
Class Library is examined in detail to gain a<br />
full understanding <strong>of</strong> its nature and scope<br />
as related to creating stand-alone Windows<br />
applications. Particular attention is paid to<br />
the Form and Control classes along with event<br />
handling, resource management, and graphic<br />
output via the GDI+ graphics language.<br />
Course Outline<br />
.NET and C#<br />
Forms<br />
Dialogs<br />
Control Layout<br />
GDI+<br />
Coordinate Systems<br />
Controls<br />
XML<br />
Design-time<br />
Final Project<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GEN 173<br />
Calculus and Trigonometry<br />
The Calculus and Trigonometry Course<br />
is the first <strong>of</strong> two pure math courses in the<br />
program. During this course, the concepts <strong>of</strong><br />
limits, tangents, derivatives and integrals are<br />
covered, as they have direct applications in<br />
the optimization <strong>of</strong> physics formulas. Students<br />
are also introduced to multi-variable calculus.<br />
This course is a prerequisite for the Linear<br />
Algebra and Physics courses.<br />
Course Outline<br />
Limits and Rates <strong>of</strong> Change<br />
Derivatives<br />
Application <strong>of</strong> Derivatives<br />
Integrals<br />
Application <strong>of</strong> Integrals<br />
Multi-variable Calculus<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENC 1101<br />
English Composition I* †<br />
The English Composition I Course is<br />
designed to introduce students to the writing<br />
process. Special attention is given to selecting<br />
and refining topics, identifying the audience,<br />
developing a purpose, and formulating thesis<br />
statements. Grammatical conventions and their<br />
applications are heavily stressed. Students in<br />
this course learn to compose mature, logical<br />
sentences, and paragraphs in order to create<br />
rhetorical cohesion.<br />
Course Outline<br />
Invention and Drafting<br />
Revising and Editing<br />
Grammar<br />
Essay Structure<br />
Audience Awareness<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
PPE 2110<br />
Ethics and Psychology †<br />
The Ethics and Psychology Course<br />
blends the study <strong>of</strong> ethics with the study <strong>of</strong><br />
the psychology <strong>of</strong> personality to examine<br />
the nature <strong>of</strong> personal character, gender<br />
differences, behavioral styles, and cognitive<br />
theories. Students will study the unique<br />
organization <strong>of</strong> the characteristics that set<br />
individuals apart from each other and also how<br />
individuals and groups <strong>of</strong> individuals respond to<br />
the differences <strong>of</strong> others.<br />
Course Outline<br />
Archetypes and Behavioral Styles<br />
Values, Morals, Ethics<br />
Learning Theories and Behaviorism<br />
Psychoanalytic Theory<br />
Existential-Humanistic Theory<br />
Cognitive Psychology<br />
Neuro-Linguistic Programming:<br />
Personality Disorders<br />
Gender Issues: Proxemic,<br />
Kinesics Chromatics<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GEN 251<br />
Historical Archetypes<br />
and Mythology<br />
The Historical Archetypes and<br />
Mythology Course introduces students to<br />
the connections between history, mythology,<br />
and iconic archetypes, and the influence<br />
these relationships have had on classical and<br />
contemporary cultures <strong>of</strong> the world. Color<br />
symbolism is also explored in order to better<br />
appreciate folklores, heroes, and monsters<br />
<strong>of</strong> various cultures. In addition to composing<br />
original myths and stories, students complete<br />
a personal assessment that identifies<br />
characteristics <strong>of</strong> their individual archetypes<br />
and use this knowledge to identify, understand,<br />
and relate to mythological characters and<br />
characters <strong>of</strong> their own creation. The course<br />
also enhances students’ ability to analyze and<br />
evaluate information.<br />
Course Outline<br />
Introduction to Archetypes, Culture<br />
and Myths<br />
Archetypes Influence on Culture<br />
Contemporary Western Myths<br />
and Archetypes<br />
Cultural Archetypes <strong>of</strong> Asia, Europe,<br />
and Latin America<br />
Cross Cultural Comparisons <strong>of</strong> World<br />
Archetypes and Myths to Western Culture<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
SPC 2140<br />
Interpersonal<br />
Communications*<br />
The Interpersonal Communication<br />
Course examines the nature <strong>of</strong> the<br />
communication process, variables affecting<br />
the process, and the individuals involved.<br />
Additionally, this course includes individual<br />
analysis <strong>of</strong> behavior processes that may impede<br />
and/or enhance communication processes.<br />
Topics include perception, nonverbal<br />
behavior, persuasive communication, identity<br />
management, intercultural communication<br />
and computer mediated communication. This<br />
course also enhances students’ ability to<br />
analyze and evaluate information.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
174 FULL SAIL UNIVERSITY<br />
GAME DEVELOPMENT | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 175<br />
Course Outline<br />
Assessment and Evaluation<br />
Research and Planning<br />
Writing Résumés and Other Documents<br />
Networking and Interviewing<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GEN 242<br />
Linear Algebra<br />
The Linear Algebra Course is the second<br />
<strong>of</strong> two pure math courses in this program. The<br />
course starts with a quick review <strong>of</strong> selected<br />
topics in geometry, algebra II, and trigonometry.<br />
Students then build on that foundation for<br />
applications in collision detection and motion<br />
<strong>of</strong> objects. Vectors, matrices, and quaternion<br />
are introduced to control the way objects move<br />
and interact on screen using C++/DirectX, and<br />
students create libraries <strong>of</strong> code functions that<br />
can be used in future courses. This course is a<br />
prerequisite for the Physics, AI, Game Engine,<br />
DirectX, and OpenGL courses.<br />
Course Outline<br />
Vector Operations<br />
Matrix Operations<br />
Determinants<br />
2D and 3D Transformations<br />
Planes and Lines in 3D Space<br />
Collision Detections<br />
Coordinate Systems and the<br />
Gram-Schmidt Algorithm<br />
Introduction to Vectors Calculus<br />
Quaternion<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
* This course is only <strong>of</strong>fered online. It is conducted over the <strong>Full</strong> <strong>Sail</strong> Online Learning Environment – a web-based platform<br />
which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the<br />
Internet. Completion <strong>of</strong> the course is based on participation and successful completion <strong>of</strong> assignments.<br />
GEN 262<br />
Physics<br />
The Physics Course is about physics<br />
modeling and simulation, teaching students<br />
how to understand the world through physics<br />
in order to create physically realistic 3D<br />
graphics environments for game development.<br />
Real world phenomena such as motion and<br />
collisions are described in terms <strong>of</strong> physical<br />
formulas, which can then be translated into<br />
computer code. The development <strong>of</strong> problem<br />
solving skills is emphasized. Students learn<br />
the techniques <strong>of</strong> identifying behaviors,<br />
breaking them down into component parts,<br />
and creating computer models to handle<br />
particular behaviors using DirectX/C++.<br />
Course Outline<br />
Particles Kinematics<br />
Particle Dynamics<br />
Numerical Methods (Euler, Verlet<br />
Integration, Velocity Verlet, RK4,Taylor’s<br />
Series Approximation, Midpoint Methods)<br />
Collision Detections<br />
Particles Dynamics<br />
Particle Collision Responses<br />
Rigid Body Kinematics<br />
Quaternion<br />
Rigid Body Dynamics<br />
Rigid Body Collision Responses<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
SPC 1606<br />
Public Speaking †<br />
The Public Speaking Course is designed<br />
to train students in understanding and<br />
implementing oral communication skills.<br />
Learning is centered on student participation<br />
in a variety <strong>of</strong> speaking/listening situations,<br />
which are designed to increase the<br />
understanding <strong>of</strong> the interpersonal nature <strong>of</strong><br />
all speech communication. Students study<br />
and participate in the creation and delivery<br />
<strong>of</strong> at least three types <strong>of</strong> speeches. Targetaudience<br />
identification, surveys, body<br />
language, effective speaking techniques,<br />
and pre-speech planning are investigated<br />
and used to create speeches.<br />
Course Outline<br />
Impromptu Speeches<br />
Researching for Speech Manuscripts<br />
Creation and Delivery <strong>of</strong><br />
Persuasive Speeches<br />
Creation and Delivery <strong>of</strong> Expository<br />
and Demonstrative Speeches<br />
Speech Outlines<br />
Audience Surveys<br />
Evaluation <strong>of</strong> Speaking Effectiveness<br />
Total credit hours 4.00<br />
Course length 4 weeks
Graphic<br />
Design<br />
Associate <strong>of</strong> Science Degree Program<br />
Graphic design is everywhere. In almost every aspect<br />
<strong>of</strong> our lives, art is used to convey a message, and<br />
everything that we buy has some amount <strong>of</strong> design<br />
that goes into it. Whether it’s a t-shirt, magazine,<br />
billboard, website, or a company logo, we are<br />
constantly surrounded by visuals that tell a story or<br />
express an idea. The vision driving these images is<br />
one that shapes the world and the way that we see it.<br />
When you enter <strong>Full</strong> <strong>Sail</strong>’s Graphic Design program,<br />
you join the ranks <strong>of</strong> those who choose to spread<br />
their vision on a wider scale. It’s about combining<br />
the beauty and wonder <strong>of</strong> art with the mechanics <strong>of</strong><br />
design to deliver a client’s message in a compelling<br />
way. It’s about communicating a story through visual<br />
means. And regardless <strong>of</strong> how you choose to tell that<br />
story, you’ll be immersed in a world <strong>of</strong> creativity,<br />
where the only limitation is your own imagination.<br />
Graduates <strong>of</strong> this degree may apply to continue<br />
their education with the:<br />
Digital Arts & Design<br />
Bachelor <strong>of</strong> Science Degree Program<br />
Media Design<br />
Master <strong>of</strong> Fine Arts Degree Program<br />
CAMPUS<br />
PROGRAM<br />
ONLINE<br />
PROGRAM<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
Digital Storytelling<br />
Design Fundamentals<br />
Branding/Identity<br />
Personal Identity Project<br />
176 FULL SAIL UNIVERSITY<br />
* IF YOU’RE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CAMPUS CONTACT OUR ADMISSIONS ONLINE<br />
GRAPHIC DESIGN | Associate Associate <strong>of</strong> Science Science Degree Program 177<br />
PROGRAM PROGRAM<br />
DEPARTMENT TO EXPLORE YOUR OPTIONS.
TITY<br />
TITY<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
ESIGN<br />
chitecture<br />
DESIGN<br />
IMAGES<br />
design<br />
ements<br />
spective<br />
COLOR<br />
typography<br />
SUPPORT<br />
ELEMENTS elements<br />
ES LEMENTS<br />
ign<br />
HIC DESIGN<br />
R<br />
STORYTELLING<br />
raphy<br />
Digital Storytelling<br />
DESIGN<br />
architecture<br />
DESIGN<br />
THEORY<br />
elements<br />
perspective<br />
elements<br />
IMAGES<br />
DESIGN<br />
design<br />
architecture<br />
delivering CONTENT<br />
YOUR<br />
MESSAGE<br />
s<strong>of</strong>tware<br />
design<br />
FOUNDATION<br />
THEORY<br />
COLOR<br />
typography<br />
BRAND<br />
Design DESIGN Fundamentals<br />
FUNDAMENTALS<br />
ELEMENTS<br />
Having CREATING a healthy A design PERSONAL vocabulary IDENTITY CAREER<br />
OBJECTIVES<br />
SUPPORT<br />
helps OBJECTIVES<br />
ensure advancement<br />
CORPORATE BRANDING/IDENTITY<br />
delivering<br />
YOUR<br />
MESSAGE<br />
elements<br />
<strong>of</strong>DESIGN<br />
DIGITAL<br />
CONTENT<br />
DIGITAL<br />
CONTENT<br />
architecture elements<br />
IMAGES<br />
designs<strong>of</strong>tware<br />
FOUNDATION<br />
DESIGN perspective<br />
elements<br />
COLOR<br />
178 FULL SAIL UNIVERSITY<br />
GRAPHIC DESIGN | Associate Associate <strong>of</strong> Science Science Degree Program 179<br />
FUNDAMENTALS<br />
COLOR<br />
typography<br />
delivering<br />
GRAPHIC DESIGN<br />
YOUR<br />
MESSAGE<br />
DIGITAL STORYTELLING<br />
DESIGN FUNDAMENTALS<br />
design<br />
IMAGES<br />
design<br />
DESIGN FUNDAMENTALS CORPORATE BRANDING/IDENTITY<br />
BRAND<br />
<strong>of</strong>DESIGN<br />
GRAPHIC DESIGN<br />
DIGITAL STORYTELLING<br />
GRAPHIC DESIGN<br />
DIGITAL STORYTELLING<br />
elements<br />
DIGITAL<br />
Art is about self-expression and aesthetic<br />
satisfaction. Design incorporates those elements,<br />
that there are no barriers to your ability to take on<br />
but its purpose is more direct – to convey a client’s<br />
projects and assignments. That’s why the Graphic<br />
message. To be able to do this effectively, you’ll need Design program starts with key concepts that will<br />
to have a fi rm grasp on how a story or message can inform all <strong>of</strong> your design work. You’ll study the<br />
rand<br />
be conveyed by images and design, a concept that<br />
psychological impact and importance <strong>of</strong> color and<br />
CAREER brand<br />
has existed since art’s beginnings.<br />
learn to use typography as an effective design<br />
advancement elements element. You’ll also study the best logos and<br />
By studying art’s historical context through CREATING selected ELEMENTS<br />
A PERSONAL symbols IDENTITY CAREER<br />
in the fi eld <strong>of</strong> graphic design and explore<br />
monuments <strong>of</strong> design and architecture in the Western<br />
their meaning and technique, delivering<br />
all in preparation for<br />
tradition and the effect DESIGN<br />
they had on the civilizations<br />
creating a personalized logo that works.<br />
that produced them, you’ll develop a better<br />
understanding <strong>of</strong> how to apply similar theories to<br />
You’ll also work to develop your skills with s<strong>of</strong>tware<br />
architecture YOUR<br />
aid you in delivering your message, whatever it<br />
applications that are used every MESSAGE<br />
day in the design<br />
may be. You’ll combine this understanding with<br />
world, such as Adobe Photoshop, Illustrator, and<br />
the s<strong>of</strong>tware tools that allow you to easily produce<br />
After Effects. The combination <strong>of</strong> design theory and<br />
personal digital content that communicates a story<br />
knowledge <strong>of</strong> powerful s<strong>of</strong>tware will give you the<br />
or theme – whether it’s your own, a client’s, or that<br />
foundation you need to start creating great design.<br />
<strong>of</strong> the entire world.<br />
DESIGN design<br />
CORPORATE BRANDING/IDENTITY<br />
advancement<br />
CREATING A PERSONAL IDENTITY<br />
THEORY<br />
DESIGN design s<strong>of</strong>tware<br />
IMAGES<br />
design<br />
COLOR<br />
typography<br />
SUPPORT<br />
elements<br />
DESIGN<br />
typography<br />
perspective<br />
ELEMENTS<br />
SUPPORT<br />
brand<br />
elements<br />
ELEMENTS<br />
CAREER<br />
advancement<br />
DESIGN<br />
architecture<br />
DESIGN<br />
ELEMENTS<br />
brand<br />
ELEMENTS<br />
DIGITAL<br />
CONTENT<br />
s<strong>of</strong>tware<br />
FOUNDATION<br />
delivering<br />
YOUR<br />
MESSAGE<br />
THEORY<br />
DESIGN<br />
architecture<br />
design<br />
THEORY<br />
DESIGN<br />
elements<br />
elements<br />
BRAND<br />
OBJECTIVES<br />
delivering<br />
YOUR<br />
MESSAGE<br />
design<br />
BRAND<br />
perspective<br />
elements ELEMENTS<br />
<strong>of</strong>DESIGN<br />
brand<br />
ELEMENTS<br />
OBJECTIVES<br />
<strong>of</strong>DESIGN<br />
DIGITAL<br />
DIGITAL<br />
CONTENT<br />
s<strong>of</strong>tware<br />
CONTENT FOUNDATION<br />
delivering<br />
YOUR<br />
MESSAGE<br />
s<strong>of</strong>tware<br />
FOUNDATION<br />
design<br />
THEORY<br />
BRAND<br />
OBJECTIVES<br />
elements<br />
<strong>of</strong>DESIGN
OLOR<br />
DESIGN<br />
ypography<br />
ENTALS COLOR<br />
<strong>Areas</strong> <strong>of</strong> typography<br />
<strong>Focus</strong><br />
SUPPORT<br />
lements<br />
NDING/IDENTITY<br />
CAREER<br />
dvancement<br />
IMAGES<br />
SONAL IDENTITY<br />
design<br />
COLOR<br />
typography<br />
SUPPORT<br />
elements<br />
CAREER<br />
advancement<br />
elements<br />
perspective<br />
SUPPORT ELEMENTS<br />
elements<br />
brand<br />
Branding/Identity<br />
A brand is more than just a logo; it’s a set <strong>of</strong> values<br />
that the public ELEMENTS<br />
can believe in and associate with a<br />
name CAREERDESIGN<br />
or company. From a designer’s perspective, it<br />
advancement<br />
involves sitting down with architecture<br />
a client and being able to<br />
<strong>of</strong>fer up insight for every piece <strong>of</strong> collateral, package<br />
design, sponsorship, and event that you’re involved<br />
in, explaining how each element supports the<br />
company’s brand objectives. In the eyes <strong>of</strong> the client,<br />
DESIGN<br />
you’re no longer just doing contract work – you’re<br />
now a partner in their endeavors.<br />
elements<br />
Of course, aside from any design work, there are<br />
other important skills you need to learn to be able to<br />
relate to and communicate with a client, and we cover<br />
those topics too, as you perspective<br />
gain experience with all<br />
aspects <strong>of</strong> the corporate branding process.<br />
ELEMENTS<br />
brand<br />
ELEMENTS<br />
design DESIGN<br />
elements<br />
THEORY<br />
BRAND<br />
OBJECTIVES<br />
ELEMENTS<br />
perspective<br />
elements<br />
brand<br />
s<strong>of</strong>tware<br />
FOUNDATION<br />
<strong>of</strong>DESIGN DIGITAL<br />
ELEMENTS<br />
deliveringelements<br />
YOUR<br />
MESSAGE<br />
design<br />
Personal THEORY Identity Project<br />
Just as a company’s brand is an essential component<br />
<strong>of</strong> its success, your own personal brand is just as<br />
crucial to the advancement <strong>of</strong> your career. The fi nal<br />
portion <strong>of</strong> the Graphic Design program will task you<br />
to complete BRAND<br />
a Personal Identity Project that will bring<br />
together all the OBJECTIVES<br />
disparate elements <strong>of</strong> design that<br />
form your personal brand.<br />
By creating a portfolio, you’ll collect your existing<br />
pieces <strong>of</strong> work into a pr<strong>of</strong>essional, impressive cache<br />
that can elements<br />
turn an average job interview into a great<br />
one. And throughout the portfolio process, you’ll be<br />
exposed to a series <strong>of</strong> innovative personal brands in<br />
the industry, studying everything from the design<br />
<strong>of</strong> successful logos to the type <strong>of</strong> letterhead used in<br />
documents. In the end, you’ll use all this knowledge<br />
to pull together a powerful and unique expression<br />
<strong>of</strong> your identity.<br />
<strong>of</strong>DESIGN<br />
design<br />
THEORY<br />
BRAND<br />
OBJECTIVES<br />
<strong>of</strong>DESIGN<br />
CONTENT<br />
s<strong>of</strong>tware<br />
FOUNDATION<br />
s<strong>of</strong>tware<br />
FOUNDATION<br />
GRAPHIC DESIGN<br />
DIGITAL STORYTELLING<br />
DESIGN FUNDAMENTALS<br />
CORPORATE BRANDING/IDENTITY<br />
CREATING A PERSONAL IDENTITY<br />
IMAGES<br />
design<br />
COLOR<br />
typography<br />
SUPPORT<br />
elements<br />
CAREER<br />
advancement<br />
180 FULL SAIL UNIVERSITY<br />
GRAPHIC DESIGN | Associate Associate <strong>of</strong> Science Science Degree Program 181
182<br />
Overview<br />
Our Graphic Design curriculum gives you hands-on<br />
experience that will prepare you for a career in the<br />
fi eld <strong>of</strong> design. You’ll create projects for assignments<br />
where no two submissions are alike – from print<br />
publishing to package design to interface design<br />
and more. Along the way, your projects will be<br />
documented in a design diary, logging both instructor<br />
feedback on various assignments and your own<br />
notes indicating what was done to improve the work.<br />
This will become a valuable reference tool for the<br />
program’s fi nal project, when you’ll assemble all<br />
you’ve learned along the way to put together a piece<br />
<strong>of</strong> work that will be the highlight <strong>of</strong> a diverse and<br />
stylized portfolio.<br />
In addition to art and design skills, you’ll also have<br />
courses in real-world topics like corporate branding<br />
and identity, client relations, and how to give and<br />
receive work critique, as well as courses focusing on<br />
communication skills, art history, and how to prepare<br />
yourself for that fi rst step into the design industry. To<br />
help you make that transition, we’ve also got a team<br />
<strong>of</strong> Career Development pr<strong>of</strong>essionals that can help<br />
you polish your interviewing skills and résumé and<br />
get you ready to enter the industry. In addition, our<br />
Career Development services and advisors will be<br />
available for support and assistance throughout your<br />
career – not just during your education.<br />
Objective<br />
Our goal is to provide you with the focused knowledge<br />
and understanding <strong>of</strong> graphic arts production needed<br />
to qualify for entry-level, industry positions as graphic<br />
designers, media designers, web designers, digital<br />
image processors, art directors and various other<br />
positions in graphic arts production. Additional skills<br />
you acquire in customer relations, copyright law, and<br />
corporate branding will broaden your opportunities<br />
for a variety <strong>of</strong> positions in the industry.<br />
In addition to technical pr<strong>of</strong>i ciency and creative<br />
development, your education will help you develop<br />
critical thinking, problem solving, and analytical skills<br />
that contribute to life learning, providing you with tools<br />
to help sustain a long and productive pr<strong>of</strong>essional<br />
career in the entertainment and media industry.<br />
GRAPHIC DESIGN<br />
OVERVIEW & OBJECTIVE<br />
FULL SAIL UNIVERSITY<br />
GRAPHIC DESIGN | Associate Associate <strong>of</strong> Science Science Degree Program<br />
FULL SAIL UNIVERSITY 183
Graphic Design<br />
Associate <strong>of</strong> Science Degree Program<br />
PROGRAM CORE<br />
Code Course Credit Hours<br />
DGT 241 Advanced Computer Graphics 4.00<br />
GRD 273 Client Relations 3.00<br />
GRD 124 Color Theory 3.00<br />
GRD 254 Corporate Branding 3.00<br />
GRD 167 Critique Structures 4.00<br />
ART 1201 Design and Art Theory † 4.00<br />
DGT 112 Designing Computer Graphics 4.00<br />
GRD 162 Digital Photography 4.00<br />
GRD 244 Digital Publishing 4.00<br />
DGT 117 Digital Storytelling 3.00<br />
DGT 252 Digital Video 4.00<br />
DGT 262 Editing Digital Video 4.00<br />
DGT 275 Flash Media 4.00<br />
DGT 273 Graphic Web Design 4.00<br />
GRD 293 Graphics Personal Identity Project I 4.00<br />
GRD 294 Graphics Personal Identity Project II 4.00<br />
PLA 2412 Intellectual Property and Law † 3.00<br />
GRD 156 Logos and Symbols* 3.00<br />
GRD 282 Portfolio Creation 3.00<br />
DGT 232 Typography and Page Layout 3.00<br />
Totals: 72.00<br />
Chronological Schedule by Months<br />
1 2 3 4 5 6 7<br />
ART HISTORY DESIGN & ART THEORY<br />
ENGLISH COMPOSITION I DIGITAL STORYTELLING<br />
DESIGNING<br />
COMPUTER GRAPHICS<br />
DEVELOPMENTAL<br />
PSYCHOLOGY<br />
ADVANCED COMPUTER<br />
GRAPHICS<br />
COLOR THEORY<br />
CRITIQUE STRUCTURES DIGITAL PHOTOGRAPHY GRAPHIC WEB DESIGN<br />
TYPOGRAPHY &<br />
PAGE LAYOUT<br />
LOGOS & SYMBOLS<br />
8 9 10 11 12 13<br />
FLASH MEDIA<br />
DIGITAL VIDEO<br />
EDITING DIGITAL VIDEO DIGITAL PUBLISHING<br />
GENERAL EDUCATION<br />
GRAPHICS PERSONAL<br />
IDENTITY PROJECT I<br />
COLLEGE MATHEMATICS CORPORATE BRANDING CLIENT RELATIONS PORTFOLIO CREATION<br />
Code Course Credit Hours<br />
ART 2006 Art History 4.00<br />
MGF 1213 College Mathematics † 4.00<br />
DEP 2004 Developmental Psychology 4.00<br />
ENC 1101 English Composition I* † 4.00<br />
Totals: 16.00<br />
TOTAL CREDIT HOURS: 88<br />
TOTAL WEEKS: 52<br />
* This specific course is <strong>of</strong>fered online. Please see course description for details.<br />
† These specific courses use the Florida Statewide Course Numbering System (SCNS).<br />
GRAPHICS PERSONAL<br />
IDENTITY PROJECT II<br />
INTELLECTUAL<br />
PROPERTY & LAW<br />
Course Descriptions<br />
Program Core<br />
DGT 241<br />
Advanced<br />
Computer Graphics<br />
The Advanced Computer Graphics<br />
Course trains students in advanced levels <strong>of</strong><br />
graphics creation through the use <strong>of</strong> s<strong>of</strong>tware<br />
programs utilized by design and animation<br />
companies worldwide. This course emphasizes<br />
design from a problem-solving point <strong>of</strong> view,<br />
and introduces the production timeline and<br />
graphical requirements for the manipulation<br />
<strong>of</strong> digital images in a studio environment.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
184 FULL SAIL UNIVERSITY<br />
GRAPHIC DESIGN | Associate Associate <strong>of</strong> Science Science Degree Program 185<br />
Course Outline<br />
Advanced Graphics Tools<br />
Advanced Design and Color<br />
Layout and Composition<br />
Digital Imaging and Manipulation<br />
Special Effects<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GRD 273<br />
Client Relations<br />
The Client Relations Course introduces<br />
students to normal business practices and how<br />
to navigate them, providing an understanding<br />
<strong>of</strong> how the complex client/designer relationship<br />
is critical for success. Students are exposed<br />
to many techniques for gaining and keeping<br />
the trust <strong>of</strong> the client. Concepts <strong>of</strong> negotiation<br />
and how to use it effectively in business are<br />
explored. Students participate in groups<br />
simulating real world client/designer<br />
business scenarios.<br />
Course Outline<br />
The Business Process<br />
The Client Relationship<br />
Gaining the Client’s Trust<br />
Client Relationship Workshop<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
GRD 124<br />
Color Theory<br />
The Color Theory Course exposes the<br />
student to the theories and application <strong>of</strong><br />
color, as it relates to both print and screen.<br />
Historical and geographical perspectives will<br />
be discussed. Methods and techniques <strong>of</strong> the<br />
use <strong>of</strong> color to create impact, combined with<br />
the necessary color correction for the many<br />
delivery options are reviewed. In this course,<br />
students also explore color calibration, both<br />
with s<strong>of</strong>tware and hardware tools.<br />
Course Outline<br />
Color Theory in Principle<br />
Applied Color Theory<br />
Psychology <strong>of</strong> Color<br />
Color Calibration<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
GRD 254<br />
Corporate Branding<br />
The Corporate Branding Course builds<br />
upon the concepts learned in the prior courses,<br />
and focuses on what makes an effective<br />
brand. Students are exposed to many <strong>of</strong><br />
the best-known brands and their impact on<br />
our world. Concepts <strong>of</strong> branding and how<br />
to use it effectively in the corporate market<br />
are explored. Students will create their own<br />
Corporate Brand portfolio.<br />
Course Outline<br />
Understanding Corporate Branding<br />
Great Branding Campaigns<br />
The Branding Process<br />
Corporate Branding Project<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
GRD 167<br />
Critique Structures<br />
The Critique Structures Course examines<br />
the process <strong>of</strong> evaluating and describing digital<br />
and traditional pieces. Students participate<br />
in an in-depth discussion <strong>of</strong> looking and<br />
experiencing art and design content done by<br />
artists, graphics pr<strong>of</strong>essionals, and students<br />
<strong>of</strong> many genres. The examination <strong>of</strong> how well<br />
the pieces accomplish their design, value,<br />
complexity, and aesthetics are discussed. The<br />
students will critique a number <strong>of</strong> works in this<br />
course, both individually and in groups.<br />
Course Outline<br />
Principles <strong>of</strong> Aesthetics<br />
Applied Aesthetics<br />
Student Critiques<br />
Guided Discussion<br />
Critique Portfolio<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ART 1201<br />
Design and Art Theory †<br />
Design and Art Theory provides an<br />
understanding <strong>of</strong> composition, design, art,<br />
basic color, and graphics through a study <strong>of</strong><br />
varied artistic styles and their sociological<br />
and psychological effects throughout history.<br />
This course is essential in the multimedia<br />
world, where traditional art forms are <strong>of</strong>ten<br />
blended with current imagery to create a new<br />
and significant artistic genre.<br />
Course Outline<br />
Introduction to Visual Thinking<br />
Drawing Workshop, Color and<br />
Value, Perspective<br />
Elements and Composition <strong>of</strong> Art<br />
and Graphics<br />
Cartooning, Animation,<br />
and Storyboarding<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DGT 112<br />
Designing<br />
Computer Graphics<br />
The Designing Computer Graphics<br />
Course trains students in basic levels <strong>of</strong><br />
graphics creation through the use <strong>of</strong> s<strong>of</strong>tware<br />
programs utilized by design and animation<br />
companies worldwide. This course emphasizes<br />
design from a problem-solving point <strong>of</strong> view, as<br />
students receive instruction in color theory and<br />
correction, input/output techniques, and tools<br />
for graphic design and image compositing.<br />
Course Outline<br />
Computer Graphics Tools<br />
Design and Color<br />
Layout and Composition<br />
Digital Imaging and Manipulation<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GRD 162<br />
Digital Photography<br />
The Digital Photography Course builds<br />
upon the concepts learned in the prior courses,<br />
especially composition and aesthetics.<br />
Students will be exposed to many <strong>of</strong> the best<br />
photographers’ work and will learn advanced<br />
techniques for taking digital photographs,<br />
editing and presenting them, and managing<br />
meta-data/files with industry leading s<strong>of</strong>tware.<br />
In this course, students are asked to shoot and<br />
present their work in various delivery platforms.<br />
The design concepts reinforced in this course<br />
can be used across all types <strong>of</strong> media.<br />
Course Outline<br />
Taking Great Digital Photos<br />
Editing for Impact<br />
Photo Manipulation<br />
Digital Photography Project<br />
Total credit hours 4.00<br />
Course length 4 weeks
Course Descriptions<br />
Program Core<br />
GRD 244<br />
Digital Publishing<br />
The Digital Publishing Course mirrors the<br />
pr<strong>of</strong>essional graphic art industry workflow<br />
model. Students work in teams with a lead<br />
designer, designers, production artists, an<br />
illustrator, and a digital pre-press artist, cycling<br />
through the responsibilities for each project.<br />
For the duration <strong>of</strong> the course, each student<br />
gains team-publishing experience using Adobe<br />
Acrobat in a document review cycle with<br />
a client. Students have the opportunity to<br />
produce a CD/DVD cover and sleeve, a poster,<br />
a magazine cover and 16-page signature,<br />
a brochure, and an e-book.<br />
Course Outline<br />
Digital Publishing Cycle<br />
Digital Pre-press Concepts<br />
and Techniques<br />
Design and Production <strong>of</strong><br />
Online Documents<br />
Interactive Online Documents<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DGT 117<br />
Digital Storytelling<br />
The Digital Storytelling Course leads the<br />
student through the methods and techniques<br />
<strong>of</strong> creating personal digital content using the<br />
Apple iLife Suite. In this course, students are<br />
asked to explore this powerful suite <strong>of</strong> tools<br />
to create many pieces <strong>of</strong> personal expression,<br />
including Podcasts, movies and websites.<br />
The design concepts reinforced in this course<br />
show that they could be used across all types<br />
<strong>of</strong> media.<br />
Course Outline<br />
iPhoto and iWeb<br />
iMovie and Garage Band<br />
iDVD and iTunes<br />
iLife Project<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
DGT 252<br />
Digital Video<br />
The Digital Video Course is a preliminary<br />
production course for the Graphic Design<br />
program. In this course, students are<br />
introduced to the primary concepts <strong>of</strong><br />
storytelling, sound design, imaging, and<br />
editing. This course also introduces students<br />
to the production model, media types (text,<br />
image, and sound), and the technologies <strong>of</strong><br />
multimedia architectures.<br />
Course Outline<br />
Storytelling<br />
Media Types<br />
Design and Production<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DGT 262<br />
Editing Digital Video<br />
The Editing Digital Video Course covers<br />
the art and science <strong>of</strong> non-linear editing. In this<br />
course, students learn how editing choices<br />
impact how the project will be perceived<br />
and ultimately affect its success. Students<br />
are introduced to the advanced concepts <strong>of</strong><br />
imaging and editing, as well as the production<br />
model <strong>of</strong> editing video in the industry. Students<br />
also participate in group discussions about<br />
editing choices and audience.<br />
Course Outline<br />
Editing Techniques<br />
Production Workflow<br />
Editing with Final Cut Pro<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DGT 275<br />
Flash Media<br />
The Flash Media Course focuses on the<br />
creation <strong>of</strong> engaging interactive content<br />
for the Internet utilizing Adobe Flash, an<br />
industry-standard Web authoring s<strong>of</strong>tware<br />
package. In addition to learning the key<br />
elements <strong>of</strong> the Flash interface, students<br />
explore how to create and edit rich media for<br />
deployment on the Web. Optimization and<br />
publishing techniques for audio, video, and<br />
animation will be addressed to ensure smooth<br />
performance within the Web environment.<br />
Course Outline<br />
Flash Authoring Environment<br />
Drawing Tools<br />
Flash Animation Techniques<br />
Optimizing and Publishing<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DGT 273<br />
Graphic Web Design<br />
The Graphic Web Design Course examines<br />
the process <strong>of</strong> creating exciting, functional<br />
content for the World Wide Web. Students<br />
expand on the design skills that they have<br />
learned throughout the degree program by<br />
creating interactive Web pages through the use<br />
<strong>of</strong> industry-standard Web authoring s<strong>of</strong>tware.<br />
Students receive an understanding <strong>of</strong> HTML<br />
and web-standards related to the development<br />
<strong>of</strong> websites. This course demonstrates how to<br />
create, edit, manage, and design a pr<strong>of</strong>essional<br />
website within a Web authoring tool and<br />
complementary s<strong>of</strong>tware applications.<br />
Course Outline<br />
Graphic Optimization<br />
HTML<br />
Dreamweaver<br />
Content Integration<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GRD 293<br />
Graphics Personal<br />
Identity Project I<br />
The Graphics Personal Identity Project I<br />
Course gives students the opportunity to<br />
create their own Personal Identity. This is a<br />
critical part <strong>of</strong> marketing one’s self to a client or<br />
employer and demonstrates all <strong>of</strong> the concepts<br />
and techniques learned in the prior courses.<br />
Students are exposed to many <strong>of</strong> the most<br />
innovative and effective Personal Brands.<br />
Concepts <strong>of</strong> creating powerful Personal<br />
Identity are explored and practiced by creating<br />
logos, letterhead, web presence, etc. Students<br />
then create their own Personal Brand Portfolio,<br />
incorporating all their work.<br />
Course Outline<br />
Concepts <strong>of</strong> Personal Branding<br />
Applied Personal Branding<br />
Preproduction<br />
Personal Brand Production<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
GRD 294<br />
Graphics Personal<br />
Identity Project II<br />
The Graphics Personal Identity Project II<br />
Course finds students continuing to create<br />
their own Personal Identity. This is a critical<br />
part <strong>of</strong> marketing one’s self to a client or<br />
employer and demonstrates all <strong>of</strong> the concepts<br />
and techniques learned in the prior courses.<br />
Students are exposed to many <strong>of</strong> the most<br />
innovative and effective Personal Brands.<br />
Concepts <strong>of</strong> creating powerful Personal<br />
Identity are explored and practiced by creating<br />
logos, letterhead, web presence, etc. Students<br />
then create their own Personal Brand Portfolio,<br />
incorporating all their work.<br />
Course Outline<br />
Concepts <strong>of</strong> Personal Branding<br />
Applied Personal Branding<br />
Preproduction<br />
Personal Brand Production<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
PLA 2412<br />
Intellectual Property<br />
and Law †<br />
The Intellectual Property and Law<br />
Course is designed to introduce the student to<br />
general business practices including finance,<br />
accounting, insurance, taxes, management,<br />
marketing, and negotiation. Students are<br />
provided a foundation that addresses the<br />
complexities <strong>of</strong> intellectual property, copyright,<br />
and basic business and contract law as it<br />
pertains to digital content. Case studies will be<br />
used to examine the impact <strong>of</strong> these laws on<br />
our industry.<br />
General Education<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
186 FULL SAIL UNIVERSITY<br />
GRAPHIC DESIGN | Associate Associate <strong>of</strong> Science Science Degree Program 187<br />
Course Outline<br />
Overview <strong>of</strong> the Industries<br />
Business Practices<br />
Intellectual Property<br />
Contracts<br />
Business Law<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
GRD 156<br />
Logos and Symbols*<br />
The Logos and Symbols Course builds<br />
upon the concepts learned in both the<br />
Designing and Advanced Computer Graphics<br />
courses. Students are exposed to many <strong>of</strong> the<br />
best graphic designers’ work in the field and<br />
will learn advanced techniques in creating<br />
these pieces <strong>of</strong> visual poetry. In this course,<br />
students are asked to explore what makes<br />
a logo or symbol work and become instantly<br />
recognizable. The design concepts reinforced<br />
in this course can be used across all types<br />
<strong>of</strong> media.<br />
Course Outline<br />
The Graphic Display <strong>of</strong> Information<br />
Exploration <strong>of</strong> Symbols and<br />
their Meaning<br />
Creating a Logo that Works<br />
Logos and Symbols Project<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
GRD 282<br />
Portfolio Creation<br />
The Portfolio Creation Course prepares<br />
students for presenting their work to the<br />
pr<strong>of</strong>essional graphic arts industry. Students<br />
work with existing assets they have created<br />
during the Graphic Design Program as they<br />
develop a pr<strong>of</strong>essional portfolio. Students<br />
have the opportunity to create signature<br />
pieces to help them represent their skill level<br />
to the industry. For the duration <strong>of</strong> the course,<br />
students individually polish both their graphics<br />
and the look <strong>of</strong> their portfolio in order to<br />
succeed when being interviewed for a position<br />
in the industry.<br />
Course Outline<br />
Portfolio Design Fundamentals<br />
Asset Creation<br />
Portfolio Assembly<br />
Portfolio Review<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
DGT 232<br />
Typography and<br />
Page Layout<br />
The Typography and Page Layout<br />
Course introduces students to the world <strong>of</strong><br />
pr<strong>of</strong>essional fonts. Students learn how to use<br />
typography as a critical part <strong>of</strong> page layout,<br />
as they continue to build upon the concept <strong>of</strong><br />
design introduced in previous courses. This<br />
course also trains students to define how the<br />
printed or viewed page looks as an integrated<br />
graphic element. Students participate in<br />
group discussions and critiques as they<br />
work through the projects using the latest<br />
publishing s<strong>of</strong>tware.<br />
Course Outline<br />
Fundamentals <strong>of</strong> Typography<br />
Typography and the Page<br />
The Page as Design<br />
Press Considerations<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
* This course is only <strong>of</strong>fered online. It is conducted over the <strong>Full</strong> <strong>Sail</strong> Online Learning Environment – a web-based platform<br />
which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the<br />
Internet. Completion <strong>of</strong> the course is based on participation and successful completion <strong>of</strong> assignments.<br />
ART 2006<br />
Art History<br />
The Art History Course introduces students<br />
to selected monuments <strong>of</strong> art and architecture<br />
in the Western tradition – from the Greco-<br />
Roman era to the 20th Century – studied in<br />
relation to the intellectual background <strong>of</strong> the<br />
ages and civilizations that produced them.<br />
Lectures accompanied by various visual<br />
mediums will propagate discussions <strong>of</strong> assigned<br />
readings in philosophical, religious, scientific,<br />
political, literary, and artistic contexts.<br />
Course Outline<br />
Ancient Art<br />
Medieval and Renaissance Art<br />
Modern Art<br />
Post-modern Art<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
MGF 1213<br />
College Mathematics †<br />
The College Mathematics Course is<br />
designed to enable students to build skills<br />
and confidence in algebra that are required to<br />
succeed in future math and core courses. Firsttime<br />
algebra students or those needing a review<br />
will begin with basic concepts and build upon<br />
these ideas by completing work that uses algebra<br />
in practical situations.<br />
Course Outline<br />
Review <strong>of</strong> Basic Arithmetic<br />
Operations with the Real Number System<br />
Measurement and Number Systems<br />
Exponents & Radical Expressions<br />
Linear Equations & Inequalities<br />
Graphing<br />
Proportions, Formulas, and Word Problems<br />
Introductory Statistics and Probability<br />
Business Applications and<br />
Mathematical Models<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DEP 2004<br />
Developmental Psychology<br />
The Developmental Psychology<br />
Course emphasizes the analysis <strong>of</strong> identity<br />
development, including topics such as<br />
perception processes, verbal/nonverbal<br />
expression, theoretical models <strong>of</strong> identity<br />
development, and internal conflict.<br />
Course Outline<br />
Paradigms<br />
Proactive and Reactive Behavior<br />
Efficacy, Shadow, Shame<br />
Cognitive Dissonance<br />
Imagination and Conscience<br />
Time Management<br />
Perception and Communication<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENC 1101<br />
English Composition I* †<br />
The English Composition I Course is<br />
designed to introduce students to the writing<br />
process. Special attention is given to selecting<br />
and refining topics, identifying the audience,<br />
developing a purpose, and formulating thesis<br />
statements. Grammatical conventions and their<br />
applications are heavily stressed. Students in<br />
this course learn to compose mature, logical<br />
sentences, and paragraphs in order to create<br />
rhetorical cohesion.<br />
Course Outline<br />
Invention and Drafting<br />
Revising and Editing<br />
Grammar<br />
Essay Structure<br />
Audience Awareness<br />
Total credit hours 4.00<br />
Course length 4 weeks
Music<br />
Business<br />
Bachelor <strong>of</strong> Science Degree Program<br />
The music business has undergone some seismic<br />
shifts in the past few years, but one thing hasn’t<br />
changed: it takes an army <strong>of</strong> talented and wellprepared<br />
people working behind the scenes to get<br />
artists the attention they deserve. That army needs to<br />
be equipped to provide their clients with the logistical<br />
assistance, fi nancial arrangements, and promotional<br />
prowess they need to maximize the impact <strong>of</strong> their<br />
artistic creations.<br />
Of course, the music business world goes far<br />
beyond just number crunching. The Music Business<br />
curriculum at <strong>Full</strong> <strong>Sail</strong> dives into the jobs, skills,<br />
and talents needed to be part <strong>of</strong> the team that gets<br />
music heard – the tour managers, label employees,<br />
promoters, producers, merchandisers, lawyers,<br />
publishers, and, yes, accountants that help to keep<br />
the wheels <strong>of</strong> commerce turning so artists and their<br />
fans can connect on stage, online, on TV, on mobile<br />
phones, on the radio, and all over the world.<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
Law<br />
Management<br />
Marketing<br />
Distribution<br />
Final Project<br />
188 FULL SAIL UNIVERSITY<br />
Graduates <strong>of</strong> this degree may apply to continue<br />
their education with the:<br />
Entertainment Business<br />
Master <strong>of</strong> Science Degree Program<br />
CAMPUS ONLINE<br />
* IF YOU’RE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR ADMISSIONS<br />
CAMPUS<br />
PROGRAM PROGRAM PROGRAM<br />
DEPARTMENT TO EXPLORE YOUR OPTIONS.<br />
ONLINE<br />
PROGRAM<br />
MUSIC BUSINESS | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 189
BS<br />
/MANAGEMENT<br />
KETING<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
Law<br />
n strategic<br />
S PLANNING<br />
RIBUTION/<br />
L PROJECT<br />
PYRIGHT<br />
h<br />
PROTECTION<br />
arketing<br />
plan<br />
MMBS<br />
LAW/MANAGEMENT<br />
Contracts in the music business can range from a<br />
letter <strong>of</strong> agreement to an inches-thick document,<br />
but regardless <strong>of</strong> their size, you’ll need to have<br />
an understanding <strong>of</strong> how to protect your (or your<br />
client’s) interests. You’ll learn how best to do this in<br />
courses that examine subjects like music business<br />
law and contract negotiations, copyright protection, contract<br />
and more. You’ll also explore the many different<br />
areas <strong>of</strong> the business in NEGOTIATIONS<br />
which legal knowledge<br />
is important, from the rules that guide agents,<br />
managers, and attorneys to the art <strong>of</strong> negotiating<br />
a sweetheart deal.<br />
artist<br />
AUDIENCE<br />
CONNECTION<br />
MARKETING<br />
DISTRIBUTION/<br />
FINAL PROJECT<br />
successful<br />
PROMOTION<br />
COPYRIGHT<br />
PROTECTION<br />
marketing<br />
Management<br />
plan<br />
contract<br />
NEGOTIATIONS<br />
artist<br />
AUDIENCE<br />
CONNECTION<br />
successful<br />
PROMOTION<br />
As either a studio manager or an industry executive,<br />
an in-depth knowledge ANALYSIS <strong>of</strong> the protocol, etiquette,<br />
and pr<strong>of</strong>essionalism you’ll need to thrive in the<br />
music business is essential. Skills like effective<br />
communication, strategic planning, and an<br />
understanding <strong>of</strong> the various structures in the<br />
music business are all learned in the Music Business<br />
effective<br />
Bachelor’s program, helping you to understand<br />
how to successfully DISTRIBUTION<br />
nurture a client’s career or<br />
even navigate your own way to the top <strong>of</strong> the<br />
corporate ladder.<br />
COPYRIGHT<br />
PROTECTION<br />
marketing<br />
communication strategic<br />
SKILLS PLANNING<br />
190 FULL SAIL UNIVERSITY<br />
MUSIC BUSINESS | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 191<br />
ANALYSIS<br />
RETAIL<br />
promotions<br />
TRADE<br />
shows<br />
marketing<br />
PLANS<br />
communication strategic<br />
SKILLS PLANNING<br />
PUBLICITY<br />
merchandising<br />
RETAIL<br />
promotions<br />
TRADE<br />
shows<br />
plan<br />
ANALYSIS<br />
communication strategic<br />
SKILLS<br />
PUBLICITY<br />
merchandising<br />
effective<br />
PLANNING<br />
DISTRIBUTION<br />
RETAIL<br />
promotions<br />
TRADE<br />
shows<br />
market marketing<br />
PLANS<br />
research<br />
PUBLICITY<br />
merchandising<br />
RETAIL<br />
promotions<br />
TRADE<br />
shows<br />
marketing<br />
market PLANS<br />
research
ENT<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
MMBS<br />
LAW/MANAGEMENT<br />
MARKETING<br />
contract<br />
DISTRIBUTION/ NEGOTIATIONS<br />
FINAL PROJECT<br />
artist<br />
AUDIENCE<br />
CONNECTION<br />
successful<br />
PROMOTION<br />
LAW/MANAGEMENT<br />
MARKETING<br />
DISTRIBUTION/<br />
FINAL PROJECT<br />
contract<br />
NEGOTIATIONS<br />
artist<br />
AUDIENCE<br />
CONNECTION<br />
COPYRIGHT<br />
PROTECTION<br />
successful<br />
PROMOTION<br />
marketing<br />
plan<br />
ANALYSIS<br />
effective<br />
DISTRIBUTION<br />
contract<br />
NEGOTIATIONS<br />
artist<br />
AUDIENCE<br />
CONNECTION<br />
successful<br />
PROMOTION<br />
COPYRIGHT<br />
PROTECTION<br />
marketing<br />
COPYRIGHT<br />
MMBS<br />
communication strategic<br />
SKILLS PLANNING<br />
LAW/MANAGEMENT<br />
MARKETING<br />
DISTRIBUTION/<br />
FINAL PROJECT<br />
market Marketing<br />
PLANS<br />
research<br />
Finding and connecting an artist with an audience<br />
is one <strong>of</strong> the main reasons the music business exists.<br />
Whether you’re an artist looking for exposure or<br />
a record company trying to provide it, the Music<br />
Business curriculum will teach you how to analyze<br />
and predict customer behavior and then turn that<br />
analysis into a marketing plan. You’ll learn how<br />
to effectively use publicity, merchandising, retail<br />
promotions, touring, trade shows, online outlets,<br />
and other marketing tools to get music in front <strong>of</strong><br />
the right people, as a step towards growing and<br />
energizing an artist’s fan base.<br />
contract<br />
NEGOTIATIONS<br />
artist<br />
AUDIENCE<br />
CONNECTION<br />
promotions<br />
TRADE<br />
successful<br />
PROMOTION<br />
192 FULL SAIL UNIVERSITY<br />
MUSIC BUSINESS | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 193<br />
plan<br />
PROTECTION<br />
marketing<br />
ANALYSIS<br />
effective<br />
DISTRIBUTION<br />
plan<br />
ANALYSIS<br />
communication strategic<br />
SKILLS<br />
effective<br />
DISTRIBUTION<br />
PUBLICITY<br />
merchandising<br />
PLANNING<br />
RETAIL<br />
promotions<br />
TRADE<br />
shows<br />
market marketing<br />
research<br />
PLANS<br />
PUBLICITY<br />
merchandising<br />
RETAIL<br />
promotions<br />
TRADE<br />
communication shows strategic<br />
market PLANS<br />
research<br />
PUBLICITY<br />
SKILLS<br />
merchandising<br />
PLANNING<br />
marketing<br />
RETAIL<br />
shows<br />
marketing
G<br />
ION/<br />
JECT<br />
RIGHT<br />
ROTECTION<br />
keting<br />
plan<br />
ANALYSIS<br />
tive<br />
IBUTION<br />
artist<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
AUDIENCE<br />
CONNECTION<br />
successful<br />
PROMOTION<br />
Distribution<br />
artist<br />
AUDIENCE<br />
CONNECTION<br />
successful<br />
marketing<br />
Like a tree falling in a forest, the best music in the<br />
world can remain unheard if nobody ever gets a<br />
chance to listen. Next to successful promotion,<br />
effective distribution is the best way to give as many<br />
people as possible PUBLICITY<br />
that chance. Whether overseeing<br />
the production <strong>of</strong> a merchandising<br />
physical product and getting that<br />
product into traditional retail channels, or pursuing<br />
the expanding opportunities afforded by online<br />
outlets, you’ll develop a keen understanding <strong>of</strong> the<br />
various distribution methods vital to a successful<br />
career in the music business.<br />
market<br />
Final Project<br />
PLANS<br />
Your fi nal project is your chance to prove you’re<br />
prepared to take all the knowledge you’ve gained<br />
throughout the Music Business Bachelor’s program<br />
and combine it with the drive, imagination, and<br />
love for music that brought you to <strong>Full</strong> <strong>Sail</strong> in the<br />
fi rst place. You’ll be responsible for designing a<br />
business venture that represents your interests in<br />
the music world and working through all the details<br />
and components necessary to get it <strong>of</strong>f the ground –<br />
from researching the current market conditions and<br />
commercial viability, to identifying your sources <strong>of</strong><br />
funding and investment strategy, to creating<br />
a marketing plan and accounting for distribution.<br />
plan<br />
ANALYSIS<br />
effective<br />
marketing<br />
plan<br />
ANALYSIS<br />
DISTRIBUTION<br />
effective<br />
PROMOTION<br />
DISTRIBUTION<br />
communication strategic<br />
SKILLS<br />
research<br />
PLANNING<br />
RETAIL<br />
promotions<br />
TRADE<br />
shows<br />
marketing<br />
PUBLICITY<br />
TRADE<br />
merchandising shows<br />
PUBLICITY<br />
merchandising<br />
RETAIL<br />
promotions<br />
marketing<br />
market PLANS<br />
research<br />
MMBS<br />
research<br />
194 FULL SAIL UNIVERSITY<br />
MUSIC BUSINESS | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 195<br />
TRADE<br />
shows<br />
marketing<br />
market PLANS<br />
LAW/MANAGEMENT<br />
MARKETING<br />
DISTRIBUTION/<br />
FINAL PROJECT<br />
contract<br />
NEGOTIATIONS<br />
artist<br />
AUDIENCE<br />
CONNECTION<br />
successful<br />
PROMOTION<br />
COPYRIGHT<br />
PROTECTION<br />
marketing<br />
plan<br />
ANALYSIS<br />
effective<br />
DISTRIBUTION<br />
communication<br />
SKILLS<br />
PUBLICITY<br />
merchandising<br />
market<br />
research
196<br />
Overview<br />
Although every job in the music business is unique,<br />
they all need to work in harmony to maximize an<br />
artist’s potential. This broad-based real world<br />
approach is at the heart <strong>of</strong> <strong>Full</strong> <strong>Sail</strong>’s Music Business<br />
Bachelor <strong>of</strong> Science Degree program, which will<br />
give you in-depth knowledge <strong>of</strong> multiple aspects<br />
<strong>of</strong> the business. To be an effective player in the<br />
music business, it’s not just important to be good at<br />
what you do, but also to be well-versed in the many<br />
different roles within the industry. For example, a<br />
band’s publicist may not need to book a tour, but<br />
being aware <strong>of</strong> how and why that tour is routed a<br />
certain way is invaluable knowledge when it comes<br />
to forming a media strategy. By teaching you about<br />
the many different roles in the business, the Music<br />
Business curriculum allows you to not only focus<br />
on what you do best, but also to ensure that your<br />
contributions to the big picture are as effective<br />
as possible.<br />
You’ll learn these roles through courses in musicspecifi<br />
c business subjects like Artist Development,<br />
Music Copyright and Publishing, Concert<br />
Management and Publicity, and Record Label<br />
Development, as well as general business concepts<br />
like marketing, distribution, and law. After you’ve<br />
absorbed all the necessary knowledge from these<br />
varied courses, the Music Business Bachelor <strong>of</strong><br />
Science Degree program culminates in a fi nal project<br />
in which you analyze a music business company<br />
problem and develop managerial and entrepreneurial<br />
strategies to address it.<br />
In addition to business-specifi c topics, you’ll also<br />
have courses focusing on communication skills,<br />
business statistics, pr<strong>of</strong>essional presentation,<br />
and how to prepare yourself for that fi rst step into<br />
the music business industry. To help you make<br />
that transition, we’ve also got a team <strong>of</strong> Career<br />
Development pr<strong>of</strong>essionals that can help you polish<br />
your interviewing skills and résumé and get you<br />
ready to enter the industry. In addition, our Career<br />
Development services and advisors will be available<br />
for support and assistance throughout your career –<br />
not just during your education.<br />
Objective<br />
Our goal is to provide you with the focused<br />
knowledge and understanding <strong>of</strong> essential<br />
business and management skills, further<br />
enhancing your ability to become a successful<br />
music business entrepreneur in a variety <strong>of</strong> fi elds,<br />
including recording arts, concert management,<br />
show production and touring, independent and<br />
major record labels, artist management, artist<br />
development, concert management and publicity,<br />
music merchandising and retail promotions, and<br />
record label development.<br />
Completion <strong>of</strong> the Music Business Bachelor <strong>of</strong><br />
Science Degree provides graduates with useful tools<br />
to further careers as entrepreneurs and business<br />
owners in the Music Business industry, and for entrylevel<br />
business positions in recording, concert and<br />
touring, and the record label industry.<br />
MUSIC BUSINESS<br />
OVERVIEW & OBJECTIVE<br />
FULL SAIL UNIVERSITY<br />
MUSIC BUSINESS | Bachelor Bachelor <strong>of</strong> Science Science Degree Program<br />
FULL SAIL UNIVERSITY 197
Music Business<br />
Bachelor <strong>of</strong> Science Degree Program<br />
PROGRAM CORE<br />
Code Course Credit Hours<br />
MUB 481 Artist Management 4.0<br />
ACG 3223 Business Accounting 4.0<br />
ENTB 253 Business Ethics and Social Responsibility 2.5<br />
ENTB 251 Business Law 4.0<br />
MUM 4309 Business Technology and E-Commerce 3.0<br />
MUB 461 Concert Management and Publicity 4.0<br />
MUB 2513 Critical Listening for Music Pr<strong>of</strong>essionals 4.0<br />
DGL 101 Digital Literacy 4.0<br />
ENTB 2713 Excel and Data Reporting 3.0<br />
MAN 2020 Introduction to Management 4.0<br />
MKT 210 Introduction to Marketing 4.0<br />
BUL 4621 Music Business Law and Contract Negotiations 4.0<br />
MUB 131 Music Business Management 4.0<br />
MUM 3733 Music Business Marketing 4.0<br />
MUM 3308 Music Copyright and Publishing 4.0<br />
MUM 4305 Music Distribution 3.0<br />
MUB 4361 Music Merchandising and Retail Promotions 2.5<br />
MUB 4715 Music Supervision 4.0<br />
ENTB 3013 Principles <strong>of</strong> Business Finance 4.0<br />
ENTB 3623 Principles <strong>of</strong> Entrepreneurship 4.0<br />
MUB 343 Record Label Development 4.0<br />
ENTB 4913 Strategic Business Management 4.0<br />
Totals: 82.0<br />
Chronological Schedule by Months<br />
1 2 3 4 5<br />
DIGITAL LITERACY ENGLISH COMPOSITION I<br />
BEHAVIORAL SCIENCE<br />
MUSIC BUSINESS<br />
MANAGEMENT<br />
COLLEGE MATHEMATICS<br />
INTRODUCTION TO MANAGEMENT INTRODUCTION TO MARKETING<br />
MUSIC HISTORY EXCEL & DATA REPORTING<br />
6 7 8 9 10<br />
INTRODUCTION TO STATISTICS<br />
CRITICAL LISTENING FOR MUSIC<br />
PROFESSIONALS<br />
ENGLISH COMPOSITION II<br />
BUSINESS LAW INTRODUCTION TO ECONOMICS<br />
FUNDAMENTALS OF<br />
PHYSICAL SCIENCE<br />
BUSINESS ETHICS &<br />
SOCIAL RESPONSIBILITY<br />
MUSIC BUSINESS MARKETING<br />
11 12 13 14 15<br />
BUSINESS ACCOUNTING MUSIC COPYRIGHT & PUBLISHING<br />
PRINCIPLES OF ENTREPRENEURSHIP<br />
LEADERSHIP &<br />
ORGANIZATIONAL BEHAVIOR<br />
RECORD LABEL DEVELOPMENT<br />
PRINCIPLES OF BUSINESS FINANCE<br />
MUSIC MERCHANDISING<br />
& RETAIL PROMOTIONS<br />
16 17 18 19 20<br />
MUSIC BUSINESS LAW &<br />
CONTRACT NEGOTIATIONS<br />
PROFESSIONAL COMMUNICATION &<br />
PRESENTATION<br />
CONCERT MANAGEMENT<br />
& PUBLICITY<br />
ARTIST MANAGEMENT MUSIC SUPERVISION<br />
MUSIC DISTRIBUTION<br />
GENERAL EDUCATION<br />
Code Course Credit Hours<br />
CLP 1006 Behavioral Science 4.0<br />
MGF 1213 College Mathematics 4.0<br />
ENC 1101 English Composition I* 4.0<br />
ENC 1102 English Composition II* 4.0<br />
PSC 1030 Fundamentals <strong>of</strong> Physical Science 4.0<br />
ECO 2005 Introduction to Economics 4.0<br />
STA 2026 Introduction to Statistics 3.5<br />
MAN 3151 Leadership and Organizational Behavior 3.5<br />
REC 2051 Music History* 4.0<br />
COM 3109 Pr<strong>of</strong>essional Communication and Presentation 4.0<br />
Totals: 39.0<br />
BUSINESS TECHNOLOGY<br />
& E-COMMERCE<br />
TOTAL CREDIT HOURS: 121<br />
TOTAL WEEKS: 80<br />
* This specific course is <strong>of</strong>fered online. Please see course description for details.<br />
† These specific courses use the Florida Statewide Course Numbering System (SCNS).<br />
STRATEGIC BUSINESS MANAGEMENT<br />
Course Descriptions<br />
Program Core<br />
MUB 481<br />
Artist Management<br />
The Artist Management Course explores<br />
the career path <strong>of</strong> the manager. This position<br />
plays a significant role in the entertainment<br />
business community and in the career <strong>of</strong> the<br />
artist/band. Course topics include: the artist/<br />
manager relationship, launching an artist’s<br />
career, management contracts, development<br />
<strong>of</strong> an artist’s career path, and sustaining an<br />
artist’s career.<br />
Course Outline<br />
Overview <strong>of</strong> the Artist Manager<br />
Developing the Artist/<br />
Manager Relationship<br />
Launching the Artist’s Career<br />
The Management Contract<br />
Planning the Artist’s Career<br />
Making the Career Plan Work<br />
Career Maintenance and Control<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ACG 3223<br />
Business Accounting<br />
The Business Accounting Course examines<br />
the accounting cycle and the preparation and<br />
interpretation <strong>of</strong> basic financial statements.<br />
Students learn the concept <strong>of</strong> pr<strong>of</strong>itability,<br />
principles <strong>of</strong> cost models and controls, and<br />
various operational planning techniques<br />
that are used to evaluate the performance<br />
<strong>of</strong> a company. The role <strong>of</strong> accountants in the<br />
entertainment industry is examined throughout<br />
the course. Students use real-world accounting<br />
s<strong>of</strong>tware to apply concepts learned.<br />
Course Outline<br />
The Accounting Cycle<br />
Preparation <strong>of</strong> Basic Financial Statements<br />
Interpretation <strong>of</strong> Basic Financial<br />
Statements<br />
Cost Models and Cost Control<br />
Decision-Making and Operational Planning<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENTB 253<br />
Business Ethics and<br />
Social Responsibility<br />
The Business Ethics and Social<br />
Responsibility Course presents students<br />
with complex, real world ethical problems<br />
associated with the management <strong>of</strong> a<br />
business. Through the study <strong>of</strong> historical and<br />
current case studies, students will debate<br />
the responsibilities <strong>of</strong> managers, broaden<br />
their awareness <strong>of</strong> personal, pr<strong>of</strong>essional,<br />
and business ethics, and address the social<br />
responsibility <strong>of</strong> the entertainment industry.<br />
Course Outline<br />
Ethics<br />
Historical and Current Event<br />
Case Studies<br />
Examination <strong>of</strong> Social Responsibility<br />
Business Issues<br />
Total credit hours 2.50<br />
Course length 4 weeks<br />
ENTB 251<br />
Business Law<br />
The Business Law Course provides an<br />
overview <strong>of</strong> general business practices,<br />
including entity formation, insurance, taxes, and<br />
accounting. Students study the laws protecting<br />
intellectual property in relation to protecting<br />
their own work and legally incorporating the<br />
works <strong>of</strong> others. Students study the law and<br />
practices <strong>of</strong> contracts and negotiations. All<br />
concepts are explored through legal case<br />
studies and applied business projects.<br />
Course Outline<br />
Overview <strong>of</strong> Entertainment Industries<br />
Business Practices<br />
An Introduction to Intellectual Property<br />
Clearances and Licensing<br />
Contracts and Business Law<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
MUM 4309<br />
Business Technology<br />
and E-Commerce<br />
The Business Technology and<br />
E-Commerce Course addresses<br />
emerging technologies and their impacts on<br />
business management within the music and<br />
entertainment industry. In this course, students<br />
explore the proliferation <strong>of</strong> new technologies<br />
and how they are utilized to achieve business<br />
goals. Students also learn how to leverage<br />
new technologies to reach customers, manage<br />
customer relationships, increase revenue<br />
and pr<strong>of</strong>itability, and optimize their business<br />
practices. They learn how to evaluate competing<br />
technologies to achieve business goals, and<br />
they explore resources that will help them stay<br />
current with emerging technologies that can<br />
change the industry.<br />
Course Outline<br />
Current Technology Platforms<br />
and Trends in the Industry<br />
Innovation and Adoption Models<br />
Quantifying Usage and Value<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
MUB 461<br />
Concert Management<br />
and Publicity<br />
The Concert Management and Publicity<br />
Course covers a variety <strong>of</strong> topics that are<br />
specific to concert production and the touring<br />
industry. This course takes a ground-level<br />
approach to concert promotion basics,<br />
including how to develop and execute an<br />
artist’s tour and production management. Other<br />
topics explored in this course include public<br />
safety guidelines, contract riders, unions, staff<br />
and equipment booking, and the daily execution<br />
<strong>of</strong> tour schedules.<br />
Course Outline<br />
Concert Promotion Basics<br />
Examination <strong>of</strong> the Touring Team<br />
for the Artist/Band<br />
Working with the Local Team<br />
Touring Production Manager<br />
Booking Staff and Equipment<br />
Public Safety Guidelines and Issues<br />
Preparing the Show for the Road<br />
Daily Scheduling and Management<br />
<strong>of</strong> the Schedule<br />
Contract Riders<br />
Vendor Contracts<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
† This specific course uses the Florida Statewide<br />
Course Numbering System (SCNS).<br />
198 FULL SAIL UNIVERSITY<br />
MUSIC BUSINESS | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 199
Course Descriptions<br />
Program Core<br />
MUB 2513<br />
ENTB 2713<br />
Critical Listening for Excel and Data Reporting<br />
Music Pr<strong>of</strong>essionals<br />
The Excel and Data Reporting Course<br />
Students develop their ability to listen to<br />
music with the critical ear <strong>of</strong> a music industry<br />
pr<strong>of</strong>essional, learning to discuss the aesthetic<br />
and technical elements <strong>of</strong> live and recorded<br />
music with a variety <strong>of</strong> music business<br />
pr<strong>of</strong>essionals, from engineers to artists. They<br />
learn to differentiate and identify by sound<br />
various instruments and mixing techniques.<br />
Students learn how to optimize the listening<br />
experience, explore song structure, and evaluate<br />
and discuss music at a pr<strong>of</strong>essional level.<br />
Course Outline<br />
Basics <strong>of</strong> Music: Pitch, Rhythm, Melody,<br />
Harmony, Texture, Form, Dynamics<br />
Optimizing the Listening Experience<br />
Identification <strong>of</strong> Musical Instruments<br />
and Variations<br />
Mix Elements and Techniques<br />
Past and Current Trends and Sounds in<br />
teaches students to use Micros<strong>of</strong>t Excel for<br />
common business purposes, including analysis<br />
and reporting. Course topics include: working<br />
with formulas and functions, formatting<br />
spreadsheets for effective analysis, creating<br />
charts, selecting appropriate chart types,<br />
and analyzing entertainment business data.<br />
Students identify trends in data and leverage<br />
data to convey various business messages.<br />
Course Outline<br />
Formulas and Functions<br />
Tables and Charts<br />
Data Analysis<br />
Data Reporting<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
MAN 2020<br />
Popular Music<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DGL 101<br />
Digital Literacy<br />
The Digital Literacy Course utilizes a<br />
collaborative learning environment to introduce<br />
s<strong>of</strong>tware programs and web tools that will<br />
prepare students with digital skills for online<br />
learning. In addition, students will also learn<br />
the operation and management <strong>of</strong> the Apple<br />
Mac Operating System, Apple hardware, and<br />
applicable technology. Students will use these<br />
tools to complete various projects, conduct<br />
Internet research, collaborate with other<br />
students, and communicate with instructors.<br />
Introduction to<br />
Management<br />
Course Outline<br />
Mac OS and Computer Hardware<br />
Sound, Visual, and Business S<strong>of</strong>tware<br />
Applications<br />
Web Technology and<br />
S<strong>of</strong>tware Applications<br />
Internet Tools for Research and Learning<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
†<br />
MKT 210<br />
BUL 4621<br />
Introduction to Marketing Music Business Law<br />
The Introduction to Marketing Course and Contract Negotiations<br />
explores general marketing concepts as they<br />
relate to the nuances <strong>of</strong> the entertainment<br />
business field. Students construct strategic<br />
plans in the selection and development <strong>of</strong> media<br />
products, and are introduced to entertainment<br />
licensing concepts and promotional avenues,<br />
such as trade shows, trade publications, and the<br />
Internet. In addition, this course strengthens<br />
students’ understanding <strong>of</strong> analytical tools and<br />
strategic analysis <strong>of</strong> the entertainment business,<br />
knowledge that can facilitate the success <strong>of</strong> their<br />
creative work. Consumer behavior and its effect<br />
on the success <strong>of</strong> entertainment products are<br />
also examined.<br />
Course Outline<br />
Marketing Principles and Terminology<br />
Advertising<br />
Competitive Tactics<br />
Marketing Plan Development<br />
Entertainment Licensing and Promotion<br />
The Introduction to Management Course<br />
analyzes the management principles that<br />
lead to a successful company, as well as the<br />
nature <strong>of</strong> business decisions. Students learn<br />
about creating and maintaining organizational<br />
structure within leadership and legal contexts,<br />
and further examine human resource principles.<br />
The course also contains an introduction to risk<br />
management principles and practices, provides<br />
different types <strong>of</strong> risks and the strategies used<br />
to minimize them in relation to physical assets,<br />
legal liability, employee benefit programs,<br />
taxes, and retirement costs.<br />
Course Outline<br />
Creating and Maintaining Organizational<br />
Structure in a Leadership vs. Legal Context<br />
Merchandising<br />
Public Relations<br />
Branding<br />
Total credit hours<br />
Course length<br />
4.00<br />
4 weeks<br />
Human Resource Principles<br />
Employee Benefit Programs and Taxes<br />
Local and National Labor Laws<br />
Risk Management<br />
Entertainment Business<br />
Management Case Studies<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
†<br />
MUM 3733<br />
Music Business Marketing<br />
Music Business Law and Contract<br />
Negotiations revisits and further expands on<br />
business law as it relates to the entertainment<br />
industry. Students are introduced to contract<br />
writing strategies as they examine strengths<br />
and weaknesses <strong>of</strong> real world entertainment<br />
contracts. Students are then given the<br />
opportunity to focus on their chosen creative<br />
industry and explore specific contract issues.<br />
Finally, the role <strong>of</strong> lawyers, business managers,<br />
and agents in the entertainment business<br />
industry is addressed.<br />
Course Outline<br />
Specific Legal Terminology Relating to the<br />
Music Business Industry<br />
Contract Writing and Negotiation<br />
Industry Contract Issues<br />
Lawyers, Business Managers,<br />
and Agents<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
MUB 131<br />
Music Business<br />
Management<br />
The Music Business Management Course<br />
provides students with an overview <strong>of</strong> music<br />
business corporate structure and the support<br />
companies that assist in the development and<br />
distribution <strong>of</strong> music. The course also covers<br />
management configuration for each type <strong>of</strong><br />
entity, from organizational structure to specific<br />
job responsibilities <strong>of</strong> various positions within<br />
these companies.<br />
Course Outline<br />
Music Business Management<br />
Record Companies<br />
Production Companies<br />
Concert Production Companies<br />
Touring Companies<br />
Copyright Administration Companies<br />
Performing Rights Organizations<br />
The Unions<br />
Publicity Companies<br />
Distribution Companies<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
FULL SAIL UNIVERSITY<br />
MUSIC BUSINESS | Bachelor <strong>of</strong> Science Degree Program<br />
†<br />
MUM 3308<br />
Music Copyright<br />
This course explores general marketing concepts and Publishing<br />
as they relate to the nuances <strong>of</strong> the music<br />
business. Students construct strategic plans in<br />
the selection and development <strong>of</strong> media products<br />
and are introduced to entertainment licensing<br />
concepts and promotional avenues such as trade<br />
shows, trade publications, and the Internet.<br />
In addition, this course strengthens students’<br />
understanding <strong>of</strong> analytical tools and strategic<br />
analysis <strong>of</strong> the music business, providing them<br />
with knowledge that can facilitate the success <strong>of</strong><br />
their creative work. Consumer behavior and its<br />
effect on the success <strong>of</strong> entertainment products<br />
are also examined.<br />
Course Outline<br />
Marketing Principles and Terminology<br />
Advertising<br />
Competitive Tactics<br />
Marketing Plan Development<br />
Entertainment Licensing<br />
and Promotion<br />
Merchandising<br />
Public Relations<br />
Branding<br />
Total credit hours<br />
Course length<br />
4.00<br />
4 weeks<br />
†<br />
The Music Copyright and Publishing<br />
Course teaches students how to protect their<br />
creative works and provides an overview <strong>of</strong> the<br />
business mechanisms that can affect the use<br />
<strong>of</strong> their songs and those <strong>of</strong> their clients. Along<br />
with the global topics <strong>of</strong> copyright and music<br />
publishing, the course also covers the history<br />
<strong>of</strong> the music publishing industry, royalties,<br />
the songwriter’s contract, publishing options,<br />
and an overview <strong>of</strong> publishing companies.<br />
Course Outline<br />
Historical Overview <strong>of</strong> the Music<br />
Publishing Industry<br />
Music Publishing Overview<br />
and Concepts<br />
Copyright Law<br />
Copyright Requirements<br />
and Regulations<br />
Copyright Protection<br />
Copyright and Digital Technology<br />
Royalties<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
MUM 4305<br />
Music Distribution †<br />
MUB 4361<br />
MUB 4715<br />
Music Merchandising Music Supervision<br />
and Retail Promotions<br />
Students learn how to serve as a creative<br />
One <strong>of</strong> the biggest economic generators for<br />
the music business is merchandising and retail<br />
promotions. This course delves into this critical<br />
business component and helps students learn<br />
how to determine retail strategies that will<br />
benefit their clients. This course examines the<br />
importance <strong>of</strong> branding and how it relates to<br />
product presentation at the retail level. Students<br />
also explore the timeline <strong>of</strong> product development<br />
and learn how to take their product to retail. All<br />
types <strong>of</strong> distribution channels are examined in<br />
this course, from traditional big-box retailers to<br />
e-commerce and the Internet.<br />
Course Outline<br />
Product Assessment<br />
Merchandise Design<br />
Trademark Protection<br />
Pricing and Cost Analysis<br />
Types <strong>of</strong> Retail Outlets<br />
liaison between the music industry and<br />
the visual media industries, including film,<br />
television, video games, and advertising.<br />
Students develop their ability to determine the<br />
musical vision, tone, and style that best suit<br />
a given multimedia project. They learn to<br />
identify, secure and supervise music-related<br />
talent, including composers, songwriters,<br />
recording artists, musicians and producers,<br />
and to effectively communicate and<br />
negotiate with talent representation to<br />
obtain necessary clearances.<br />
Course Outline<br />
Role and Responsibilities <strong>of</strong> the<br />
Music Supervisor<br />
Trends and Players in the Visual<br />
Media Industries<br />
Identification <strong>of</strong> Musical Vision, Tone, and<br />
Style <strong>of</strong> a Project<br />
Securing Legal Rights <strong>of</strong> Recordings<br />
The Music Distribution Course focuses<br />
on the distribution process and the various<br />
distribution channels available in the music<br />
business industry. This course addresses<br />
various distribution components, such as the<br />
manufacturing process <strong>of</strong> music products,<br />
the examination <strong>of</strong> distribution companies,<br />
and the influence <strong>of</strong> the Internet as a<br />
distribution channel.<br />
Direct Marketing and Non-store Sales<br />
Internet Distribution<br />
Live Productions and Music Merchandising<br />
Total credit hours 2.50<br />
Course length 4 weeks<br />
Working Within an Established Budget to<br />
Deliver Music Elements<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
Course Outline<br />
Distribution Principles<br />
and Terminology<br />
Publishing Companies<br />
Forms <strong>of</strong> Distribution<br />
Principles <strong>of</strong> Pricing<br />
Merchant Accounts and Credit Cards<br />
Royalty Structures and Collection<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
200 FULL SAIL UNIVERSITY<br />
MUSIC BUSINESS | Bachelor <strong>of</strong> Science Degree Program 201
Course Descriptions<br />
Program Core General Education<br />
ENTB 3013<br />
Principles <strong>of</strong><br />
Business Finance<br />
The Principles <strong>of</strong> Business Finance<br />
Course provides students with the skills<br />
needed to make financial decisions in a business<br />
environment. Students examine the process<br />
<strong>of</strong> financial analysis, financing operations and<br />
growth, and the concept <strong>of</strong> risk versus return.<br />
In addition, fundamental financial topics are<br />
covered, such as the time value <strong>of</strong> money,<br />
capital budgeting, business valuation, risk<br />
management, and personal finance.<br />
Course Outline<br />
Financial Analysis<br />
Time Value <strong>of</strong> Money<br />
Debt vs. Equity Financing<br />
Budgeting and Forecasting<br />
Capital Budgeting Techniques<br />
Business Valuation<br />
Risk Management<br />
Personal Finance<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENTB 3623<br />
Principles <strong>of</strong><br />
Entrepreneurship<br />
The Principles <strong>of</strong> Entrepreneurship<br />
Course examines the role <strong>of</strong> entrepreneurs<br />
in the entertainment industry and their effect<br />
on the global economy. The behaviors and<br />
motivations <strong>of</strong> entrepreneurs are explored.<br />
Students learn the steps required to launch a<br />
start-up company. Other topics covered include<br />
types <strong>of</strong> business entities and tax implications,<br />
business licenses, competitive advantage,<br />
and operations. This course provides an<br />
examination <strong>of</strong> the challenges and benefits <strong>of</strong><br />
choosing entrepreneurship as a career path.<br />
Course Outline<br />
Role <strong>of</strong> the Entrepreneur<br />
The Entrepreneurial Mindset<br />
Case Studies in Entrepreneurship<br />
Entrepreneurship as a Career<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
MUB 343<br />
Record Label Development<br />
The Record Label Development Course is<br />
designed to familiarize students with the various<br />
departments within both major and independent<br />
record labels. Students in this course delve<br />
into specific departments <strong>of</strong> a record label and<br />
learn the role that each plays in its success. The<br />
course examines all departments ranging from<br />
A&R to Business Affairs.<br />
Course Outline<br />
The Major Label Overview<br />
The Independent Label Overview<br />
The Role <strong>of</strong> A&R<br />
Art Department<br />
Business Affairs<br />
Legal Department<br />
Marketing Department<br />
Promotions Department<br />
Publicity<br />
Sales<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENTB 4913<br />
Strategic Business<br />
Management<br />
The Strategic Business Management<br />
Course presents students with complex,<br />
real-world business scenarios related to the<br />
entertainment industry. Students analyze<br />
the scenarios, assess potential action steps,<br />
and develop strategic plans to address the<br />
scenarios. Through this process, students<br />
evaluate the management, marketing, financial,<br />
legal, and ethical decisions that affect realworld<br />
business decisions. Students also assess<br />
external entrepreneurial opportunities that<br />
these scenarios could generate.<br />
Course Outline<br />
Business Problem Analysis<br />
Strategic Management Decisions<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CLP 1006<br />
Behavioral Science †<br />
The Behavioral Science Course introduces<br />
students to the psychology <strong>of</strong> self-evaluation,<br />
self-motivation, self-awareness, and selffocus.<br />
This course provides an overview on<br />
current and historical theory as it pertains to<br />
the above-mentioned areas. Students are also<br />
introduced to techniques <strong>of</strong> time management,<br />
organizational skills, active listening, and<br />
producing effective presentations.<br />
Course Outline<br />
Self-Awareness<br />
Self-Regulation<br />
Motivation<br />
Empathy<br />
Social Skills<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
MGF 1213<br />
College Mathematics †<br />
The College Mathematics Course is<br />
designed to enable students to build skills<br />
and confidence in algebra that are required to<br />
succeed in future math and core courses. Firsttime<br />
algebra students or those needing a review<br />
will begin with basic concepts and build upon<br />
these ideas by completing work that uses algebra<br />
in practical situations.<br />
Course Outline<br />
Review <strong>of</strong> Basic Arithmetic<br />
Operations with the Real Number System<br />
Measurement and Number Systems<br />
Exponents & Radical Expressions<br />
Linear Equations & Inequalities<br />
Graphing<br />
Proportions, Formulas, and Word Problems<br />
Introductory Statistics and Probability<br />
Business Applications and<br />
Mathematical Models<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENC 1101<br />
English Composition I* †<br />
The English Composition I Course is<br />
designed to introduce students to the writing<br />
process. Special attention is given to selecting<br />
and refining topics, identifying the audience,<br />
developing a purpose, and formulating thesis<br />
statements. Grammatical conventions and their<br />
applications are heavily stressed. Students in<br />
this course learn to compose mature, logical<br />
sentences, and paragraphs in order to create<br />
rhetorical cohesion.<br />
Course Outline<br />
Invention and Drafting<br />
Revising and Editing<br />
Grammar<br />
Essay Structure<br />
Audience Awareness<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENC 1102<br />
English Composition II* †<br />
The English Composition II Course is<br />
designed to build upon the competencies<br />
acquired in English Composition I and to further<br />
refine students’ writing process. Students<br />
will develop pr<strong>of</strong>iciency in academic writing,<br />
information literacy, and critical thinking<br />
abilities. Through the study <strong>of</strong> argument,<br />
persuasive appeals, and learning to identify and<br />
avoid logical fallacies, students will learn to<br />
produce sophisticated arguments <strong>of</strong> their own.<br />
Course Outline<br />
Critical Analysis<br />
Argument Information<br />
Literacy Research<br />
Methods <strong>of</strong> Documentation <strong>of</strong> Sources<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
* This course is only <strong>of</strong>fered online. It is conducted over the <strong>Full</strong> <strong>Sail</strong> Online Learning Environment – a web-based platform<br />
which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the<br />
Internet. Completion <strong>of</strong> the course is based on participation and successful completion <strong>of</strong> assignments.<br />
PSC 1030<br />
Fundamentals <strong>of</strong><br />
Physical Science<br />
The Fundamentals <strong>of</strong> Physical Science<br />
Course teaches students how to understand<br />
the world through fundamental physical<br />
concepts such as: force and motion, energy<br />
and mechanics, electricity and magnetism,<br />
properties <strong>of</strong> solids and fluids, transmission<br />
<strong>of</strong> sound, and behavior <strong>of</strong> light. Emphasis is<br />
placed on how problems describing nature are<br />
approached in terms <strong>of</strong> physical theories and<br />
mathematical formula.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
202 FULL SAIL UNIVERSITY<br />
MUSIC BUSINESS | Bachelor <strong>of</strong> Science Degree Program 203<br />
Course Outline<br />
Force and Motion<br />
Energy and Mechanics<br />
Electricity and Magnetism<br />
Solids and Fluids<br />
Transmission <strong>of</strong> Sound<br />
Behavior <strong>of</strong> Light<br />
Physical Theories and<br />
Mathematical Formulas<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ECO 2005<br />
Introduction to Economics<br />
The Introduction to Economics Course<br />
examines the principles <strong>of</strong> economics that<br />
influence decision-makers, both consumers<br />
and producers, within the global economic<br />
system. Students examine the features <strong>of</strong><br />
and reasons for different economic systems<br />
throughout the world. Supply and demand,<br />
fiscal and monetary policies, and international<br />
trade benefits and costs are discussed. The<br />
course provides a solid understanding <strong>of</strong><br />
economics and how economics affects the<br />
entertainment business industry.<br />
Course Outline<br />
Supply and Demand<br />
Consumer Behavior<br />
International Economics<br />
Role <strong>of</strong> Government<br />
Monetary Policy<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
STA 2026<br />
Introduction to Statistics †<br />
The Introduction to Statistics Course<br />
introduces statistics as a tool for decisionmaking.<br />
Students learn how data is utilized in<br />
the entertainment and music industries. They<br />
explore statistical principles such as measures<br />
<strong>of</strong> central tendency and dispersion and learn<br />
how to calculate them. Students create<br />
and interpret charts and graphs, exploring<br />
relationships found in data through correlation<br />
analysis, and assign probability and calculate<br />
the likelihood <strong>of</strong> the occurrence <strong>of</strong> events. This<br />
knowledge is applied in solving problems and<br />
making decisions based on quantifiable data.<br />
Course Outline<br />
Statistics Terminology<br />
Usage <strong>of</strong> Statistics in the Industry<br />
Graphic Presentation and Analysis<br />
<strong>of</strong> Statistics<br />
Problem-Solving Using Statistics<br />
Total credit hours 3.50<br />
Course length 4 weeks<br />
MAN 3151<br />
Leadership and<br />
Organizational Behavior †<br />
The Leadership and Organizational<br />
Behavior Course consists <strong>of</strong> an inquiry into<br />
the characteristics essential in inspiring others<br />
to action. Students identify their personal<br />
strengths and weakness through selfassessment,<br />
expanding their awareness <strong>of</strong><br />
these qualities to include their effect on other<br />
individuals and group behavior. The course<br />
provides strategies for decision-making and<br />
building effective teams, and encourages<br />
students to explore the difficulties, compromises,<br />
and rewards <strong>of</strong> the collaboration process.<br />
Course Outline<br />
Leadership<br />
Group Dynamics<br />
Motivating<br />
Building Effective Teams<br />
Decision-making<br />
Conflict Resolution<br />
Total credit hours 3.50<br />
Course length 4 weeks<br />
REC 2051<br />
Music History*<br />
The American music industry has generated<br />
hits and new style combinations through every<br />
decade. The Music History Course surveys<br />
this rich evolution from its roots through<br />
modern times, through sound and video, while<br />
examining each musical style’s respective<br />
sociological and technological precedents.<br />
Course Outline<br />
Folk and Country Music<br />
Blues, Soul Gospel, and Jazz<br />
Popular Music <strong>of</strong> America 1850-1995<br />
Total credit hours 4.13<br />
Course length 4 weeks<br />
COM 3109<br />
Pr<strong>of</strong>essional<br />
Communication<br />
and Presentation †<br />
The Pr<strong>of</strong>essional Communication<br />
and Presentation Course exposes<br />
students to various forms <strong>of</strong> written and oral<br />
communication through technical, electronic,<br />
and creative-writing activities. In addition,<br />
students develop competency in visual<br />
presentation design. Through practice and<br />
development <strong>of</strong> written and oral skills, students<br />
sharpen their abilities to craft effective<br />
documents and presentations, while gaining<br />
confidence in both the content <strong>of</strong> their message<br />
and their ability to clearly convey it.<br />
Course Outline<br />
Modes <strong>of</strong> Written and Oral Presentation<br />
Generating Ideas, Identifying Purpose,<br />
and Developing Content<br />
Audience Analysis<br />
Personal Image<br />
Presence and Image <strong>of</strong><br />
Written Communication<br />
Presentation Strategies<br />
Technical Development <strong>of</strong> a Presentation<br />
Total credit hours 4.00<br />
Course length 4 weeks
Recording<br />
Arts<br />
Bachelor <strong>of</strong> Science Degree Program<br />
Music affects us like no other art form, attaching to key<br />
moments in our lives and remaining as connected to<br />
our memories as images and emotions. Great audio<br />
does the same for all <strong>of</strong> our favorite entertainment –<br />
amplifying their impact with everything from multichannel<br />
soundtracks for blockbuster fi lms, to iconic<br />
video game sound effects. And while the knob-turners<br />
helping produce this media may not always get the<br />
same kind <strong>of</strong> acclaim as the musicians, fi lmmakers,<br />
and game designers, having the right set <strong>of</strong> hands<br />
behind the controls is the key to ensuring that audio is<br />
recorded accurately, effectively, and with a resonance<br />
that makes the hairs on your neck stand on end.<br />
The Recording Arts Bachelor’s Degree Program at <strong>Full</strong><br />
<strong>Sail</strong> <strong>University</strong> is designed to give you the skills you<br />
need to get your hands on those controls, and deliver<br />
those same feelings to listeners, whether in the studio<br />
with a groundbreaking artist, in audio postproduction<br />
on a Hollywood fi lm, creating sound effects for video<br />
games, or using digital and analog tools to produce<br />
your own tracks. At <strong>Full</strong> <strong>Sail</strong>, you’ll be surrounded by<br />
a group <strong>of</strong> fellow students, educators, and industry<br />
guests who share your passion for the kind <strong>of</strong> powerful<br />
sound and music that stays with an audience long after<br />
a track ends or the credits roll.<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
Sound Fundamentals<br />
Music Production<br />
Recording and Mixing<br />
Postproduction<br />
204 FULL SAIL UNIVERSITY<br />
Graduates <strong>of</strong> this degree may apply to continue<br />
their education with the:<br />
Entertainment Business<br />
Master <strong>of</strong> Science Degree Program<br />
CAMPUS ONLINE CAMPUS<br />
* IF YOU’RE INTERESTED IN ANOTHER EDUCATIONAL PROGRAM TRACK, PLEASE CONTACT PROGRAMOUR<br />
PROGRAM ADMISSIONS<br />
DEPARTMENT TO EXPLORE YOUR OPTIONS.<br />
ONLINE<br />
PROGRAM<br />
RECORDING ARTS | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 205
G ARTS<br />
UCTION<br />
TION/SOUND<br />
ALS<br />
CT<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
Sound Fundamentals<br />
ECORDING ARTS surround<br />
S SOUNDMIXER<br />
Tt<br />
TUDIO PRODUCTION<br />
What if your console malfunctions in the middle <strong>of</strong><br />
a session? Where’s the best spot to place a mic for a<br />
kick drum? How do you tell a musician you’re working<br />
with that their instrument is out <strong>of</strong> tune? By ensuring<br />
that you have the sound fundamentals required in<br />
sound<br />
the recording arts, <strong>Full</strong> <strong>Sail</strong>’s program prepares you<br />
for any <strong>of</strong> these situations and more.<br />
Classes in critical listening will help tune your ear to<br />
recognize problems with an instrument or vocal, as<br />
well as various technical anomalies that might effect<br />
the quality <strong>of</strong> a recording. Audiotronics courses provide<br />
an understanding <strong>of</strong> the use and maintenance <strong>of</strong> the<br />
audio hardware skill and s<strong>of</strong>tware set you’ll be using in modern<br />
studios; in these DEVELOPMENT<br />
classes you’ll not only be learning<br />
how to troubleshoot digital audio workstations, but<br />
FLOW<br />
also how to wire, solder, and test electronic equipment.<br />
Other courses teach microphone theory, pr<strong>of</strong>essional<br />
etiquette, and the industry-standard workfl ow you’ll<br />
encounter in real world studio situations.<br />
MIC<br />
PLACEMENT<br />
signal session<br />
FLOW<br />
RECORDING<br />
digital<br />
audio<br />
WORKSTATIONS<br />
sound<br />
surround music ear-<br />
EFFECTS SOUNDMIXER<br />
FULL SAIL UNIVERSITY<br />
HISTORY TRAINING<br />
206 FULL SAIL UNIVERSITY<br />
RECORDING ARTS | Bachelor <strong>of</strong> Science Degree Program<br />
skills | Bachelor <strong>of</strong> Science Degree Program 207<br />
OSTPRODUCTION/SOUND<br />
UNDAMENTALS<br />
MIC<br />
PLACEMENT<br />
EFFECTS SOUNDMIXER<br />
signal session<br />
FLOW<br />
RECORDING<br />
digital<br />
surround<br />
record<br />
MIX<br />
session<br />
signal MASTER digital<br />
record<br />
MIX<br />
MASTER<br />
STUDIO PRODUCTION<br />
POSTPRODUCTION/SOUND<br />
FUNDAMENTALS<br />
FINAL PROJECT<br />
RECORDING<br />
music<br />
skill<br />
audio<br />
WORKSTATIONS<br />
ear-<br />
TRAINING<br />
HISTORY skills<br />
postproduction<br />
PROJECT<br />
music<br />
BUSINESS<br />
PREPARATION<br />
MIC<br />
PLACEMENT<br />
sound<br />
music<br />
audio<br />
WORKSTATIONS<br />
ear- SOUND<br />
TRAINING<br />
HISTORY skills<br />
postproduction<br />
DEVELOPMENT<br />
PROJECT<br />
signal<br />
FLOW<br />
surround<br />
EFFECTS MIXER<br />
set<br />
record<br />
music MIX<br />
MASTER<br />
BUSINESS<br />
PREPARATION<br />
session<br />
RECORDING<br />
music<br />
HISTORY<br />
postproduction<br />
PROJECT
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
POSTPRODUCTION/SOUND<br />
FUNDAMENTALS<br />
Music Production<br />
PRODUCTION/SOUND<br />
AMENTALS<br />
PROJECT<br />
FINAL PROJECT<br />
MIC<br />
PLACEMENT<br />
sound<br />
sound<br />
Taking a musician’s ideas and translating them into a<br />
recorded product can be a powerful experience. But it’s<br />
a combination <strong>of</strong> music theory and technical knowledge<br />
that’s needed to make that experience as productive<br />
and creatively fulfi lling as possible. No matter skill what set<br />
the genre, there are fundamental songwriting DEVELOPMENT<br />
and<br />
production methods that build the foundation <strong>of</strong> a<br />
great track, and the Recording Arts program can teach<br />
you the same processes used by top producers in<br />
the industry.<br />
session<br />
From fi guring out the perfect place skillset<br />
for a microphone<br />
to helping an artist develop song structure and<br />
RECORDING DEVELOPMENT<br />
melody, courses in music production and theory<br />
highlight proven creative techniques for making greatsounding<br />
music. You’ll learn songwriting and music<br />
development, as well as vocal production techniques<br />
that best highlight the emotion <strong>of</strong> the lyrics. Classes on<br />
music<br />
music<br />
history are also designed to diversify and enrich<br />
your knowledge and awareness <strong>of</strong> all types <strong>of</strong> music,<br />
as well as give you a deeper understanding <strong>of</strong> the<br />
societal role music has played throughout the years.<br />
HISTORY RECORDING ARTS<br />
skills<br />
Recording and Mixing<br />
Audio recording is one <strong>of</strong> the most diverse art forms<br />
in the entertainment industry, with different styles,<br />
formats, and production needs for everything from<br />
stripped-down postproduction<br />
garage rock to multi-channel fi lm and<br />
video game soundtracks. PROJECT No matter what medium<br />
you’re working in, the ultimate goal <strong>of</strong> the recording<br />
process is to capture great performances on tape, and<br />
the Recording Arts program covers the wide range <strong>of</strong><br />
skills you’ll need to run a successful studio session.<br />
Courses in session recording, audio workstations, and<br />
mastering teach the theory and operation <strong>of</strong> recording<br />
and mixing equipment in a modern studio setting. Just<br />
as importantly, you’ll also apply your knowledge <strong>of</strong><br />
engineering standards by working with live musicians<br />
in real-world recording scenarios – allowing you to<br />
develop creative production skills in sound design,<br />
artist collaboration, and recording session etiquette.<br />
STUDIO PRODUCTION<br />
POSTPRODUCTION/SOUND<br />
FUNDAMENTALS<br />
FINAL PROJECT<br />
signal digital<br />
FLOW<br />
surround<br />
EFFECTS SOUNDMIXER<br />
digitalaudio<br />
WORKSTATIONS<br />
ear-<br />
TRAINING<br />
music<br />
BUSINESS<br />
PREPARATION<br />
surround<br />
EFFECTS SOUNDMIXER<br />
record<br />
MIX<br />
MASTER<br />
record<br />
MIX<br />
MASTER<br />
MIC<br />
PLACEMENT<br />
sound<br />
EFFECTS SOUNDMIXER<br />
skillset<br />
DEVELOPMENT<br />
music<br />
RECORDING<br />
HISTORY skills<br />
postproduction<br />
PROJECT<br />
session<br />
signal<br />
FLOW<br />
RECORDING<br />
digital<br />
surround<br />
music<br />
WORKSTATIONS<br />
208 FULL SAIL UNIVERSITY<br />
RECORDING ARTS | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 209<br />
record<br />
MIX<br />
MASTER<br />
music<br />
ear-<br />
audio<br />
TRAINING<br />
HISTORY skills<br />
postproduction<br />
PROJECT<br />
audio<br />
WORKSTATIONS<br />
ear-<br />
TRAINING<br />
HISTORY skills<br />
postproduction<br />
PROJECT<br />
ear-<br />
TRAINING<br />
music<br />
BUSINESS<br />
PREPARATION<br />
music<br />
BUSINESS<br />
PREPARATION<br />
music<br />
BUSINESS<br />
PREPARATION
UND<br />
sound<br />
surround<br />
ION/SOUND<br />
<strong>Areas</strong> RECORDING <strong>of</strong> <strong>Focus</strong><br />
S<br />
EFFECTS ARTS<br />
SOUNDMIXER<br />
EFFECTS SOUNDMIXER<br />
STUDIO PRODUCTION<br />
skill<br />
set<br />
DEVELOPMENT<br />
DEVELOPMENT<br />
POSTPRODUCTION/SOUND<br />
FUNDAMENTALS<br />
FINAL PROJECT<br />
sound<br />
skill<br />
set<br />
MIC<br />
PLACEMENT<br />
sound<br />
surround<br />
record<br />
MIX<br />
MASTER<br />
music<br />
music<br />
session<br />
record<br />
signal<br />
FLOW<br />
RECORDING<br />
digital<br />
MIX<br />
EFFECTS SOUNDMIXER<br />
skillset<br />
DEVELOPMENT<br />
surround<br />
record<br />
MIX<br />
MASTER<br />
ear-<br />
HISTORY<br />
HISTORY TRAININGskills<br />
skills<br />
postproduction<br />
postproduction<br />
music<br />
PROJECT<br />
RECORDING ARTS<br />
STUDIO PRODUCTION<br />
WORKSTATIONS<br />
Postproduction<br />
POSTPRODUCTION/SOUND<br />
FUNDAMENTALS<br />
The art <strong>of</strong> recording isn’t limited to laying down tracks<br />
for musicians. <strong>Full</strong> <strong>Sail</strong>’s program allows you to take<br />
your studio skills and learn how to apply them to the<br />
creation and recording <strong>of</strong> dialogue, music, and sound<br />
effects for fi lms, television shows, and video games.<br />
Whether you want to be a foley artist generating<br />
sound effects for the big screen, a sound designer<br />
for video games, FINAL a dialogue PROJECT editor for a television<br />
show, or a surround-sound mixer, the postproduction<br />
component <strong>of</strong> the Recording Arts degree helps you<br />
develop a broader understanding <strong>of</strong> the audio industry<br />
and the skills you need to excel within it.<br />
ear-<br />
TRAINING<br />
music<br />
music<br />
BUSINESS<br />
BUSINESS<br />
PREPARATION<br />
MIC signa<br />
PLACEMENT FLOW<br />
sound<br />
surround<br />
EFFECTS SOUNDMIXER<br />
skillset<br />
DEVELOPMENT<br />
record<br />
MIX<br />
MASTER<br />
210 FULL SAIL UNIVERSITY<br />
RECORDING ARTS | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 211<br />
ear-<br />
audio<br />
TRAINING<br />
HISTORY skills<br />
postproduction<br />
PROJECT<br />
music<br />
BUSINESS<br />
PREPARATION
212<br />
Overview<br />
<strong>Full</strong> <strong>Sail</strong> began in 1979 as a recording school; though<br />
we’ve grown over the years to include many different<br />
aspects <strong>of</strong> media and digital arts education, our<br />
dedication to studio production and audio engineering<br />
has never wavered. But just as the <strong>Full</strong> <strong>Sail</strong> <strong>of</strong> today is<br />
different than the <strong>Full</strong> <strong>Sail</strong> <strong>of</strong> 1979, the areas in which<br />
recording arts skills can be applied have expanded into<br />
various entertainment industries. Beyond just teaching<br />
you how to capture an artist’s sound in the studio, <strong>Full</strong><br />
<strong>Sail</strong>’s Recording Arts program is a thorough, constantly<br />
developing curriculum that encompasses analog and<br />
digital recording, live music production, and audio<br />
postproduction for fi lm, television, and video games.<br />
From acoustic principles, amplifi cation technology,<br />
and signal fl ow, to interactive audio, MIDI techniques,<br />
and sound effect design, we cover the many different<br />
procedures, formats, and applications found in the<br />
recording arts world. By working with the same gear<br />
found in some <strong>of</strong> the fi nest pr<strong>of</strong>essional studios, you’ll<br />
gain the confi dence and skills needed to succeed in<br />
these environments after graduation.<br />
In addition to music production skills and techniques,<br />
you’ll also learn communication skills, music history,<br />
critical listening, songcraft, entertainment business<br />
and law, and how to prepare yourself for that fi rst<br />
step into the music industry. To help you make<br />
that transition, we’ve also got a team <strong>of</strong> Career<br />
Development pr<strong>of</strong>essionals that can help you polish<br />
your interviewing skills and résumé and get you<br />
ready to enter the job market. In addition, our Career<br />
services and advisors will be available for support<br />
and assistance throughout your career – not just<br />
during your education.<br />
Objective<br />
Our goal is to provide you with the focused<br />
knowledge and understanding <strong>of</strong> audio needed<br />
to qualify for entry-level industry positions as<br />
assistant engineers, music recording engineers,<br />
postproduction audio engineers, MIDI/digital audio<br />
workstation operators and programmers, music/<br />
effects/dialogue editors, live production engineers,<br />
assistant maintenance technicians, and a variety <strong>of</strong><br />
other positions in the audio industry.<br />
In addition to technical pr<strong>of</strong>i ciency and creative<br />
development, your education will help you develop<br />
critical thinking, problem solving, and analytical skills<br />
that contribute to life learning, providing you with tools<br />
to help sustain a long and productive pr<strong>of</strong>essional<br />
career in the entertainment and media industry.<br />
RECORDING ARTS<br />
OVERVIEW & OBJECTIVE<br />
RECORDING ARTS | Bachelor <strong>of</strong> Science Degree Program<br />
FULL SAIL UNIVERSITY RECORDING ARTS | Bachelor <strong>of</strong> Science Degree Program<br />
FULL SAIL UNIVERSITY 213
Recording Arts<br />
Bachelor <strong>of</strong> Science Degree Program<br />
PROGRAM CORE<br />
Code Course Credit Hours<br />
REC 4315 Advanced Audio Postproduction 4.00<br />
REC 3413 Advanced Audio Workstations 4.80<br />
REC 3623 Advanced Interactive Audio 3.73<br />
REC 4735 Advanced Session Recording 4.00<br />
REC 1801 Audio File Management and Documentation* 2.93<br />
REC 2803 Audio Postproduction 4.80<br />
REC 2413 Audio Workstations 4.27<br />
REC 2141 Audiotronics 3.20<br />
REC 2513 Critical Listening 2.67<br />
REC 1751 Digital Audio and Theory 3.20<br />
REC 2223 Digital Consoles 4.27<br />
REC 4935 Digital Mastering 4.00<br />
REC 2623 Interactive Audio 3.73<br />
REC 1111 Introduction to Media Arts 4.27<br />
MUB 2011 Introduction to Music Business 2.13<br />
SHP 2031 Introduction to Show Production Systems 4.27<br />
REC 1630 Microphones and Theory 3.20<br />
REC 1731 MIDI 4.27<br />
MUM 3308 Music Copyright and Publishing † 4.00<br />
MUH 2051 Music History I* 2.13<br />
MUH 3051 Music History II* 2.13<br />
REC 4511 Music Producing and Arrangement 4.00<br />
Chronological Schedule by Months<br />
1 2 3 4 5<br />
INTRODUCTION TO MEDIA ARTS COMPUTER SCIENCE & INTERNET MUSIC THEORY RECORDING CONSOLES MIDI<br />
BEHAVIORAL SCIENCE COLLEGE MATHEMATICS FUNDAMENTALS OF PHYSICS MICROPHONES & THEORY DIGITAL AUDIO & THEORY<br />
6 7 8 9 10<br />
INTRODUCTION TO<br />
SHOW PRODUCTION SYSTEMS<br />
AUDIO FILE MANAGEMENT<br />
& DOCUMENTATION<br />
AUDIOTRONICS DIGITAL CONSOLES AUDIO WORKSTATIONS INTERACTIVE AUDIO<br />
PRINCIPLES & APPLICATIONS<br />
OF ELECTRICITY<br />
MUT 1023 Music Theory 2.93<br />
REC 2131 Principles and Applications <strong>of</strong> Electricity 2.67<br />
MUM 1608 Recording Consoles 4.27<br />
REC 2901 Session Recording 4.80<br />
REC 3011 Songwriting and Development 2.13<br />
REC 3123 Vocal Production 4.27<br />
Totals: 101.07<br />
GENERAL EDUCATION<br />
Code Course Credit Hours<br />
ART 2007 Art History* 4.00<br />
CLP 1006 Behavioral Science † 4.00<br />
MFG 1213 College Mathematics † 4.00<br />
CGS 1000 Computer Science and Internet* † 4.00<br />
ENC 1101 English Composition I* † 4.00<br />
PHY 1000 Fundamentals <strong>of</strong> Physics † 4.00<br />
ENC 326 Pr<strong>of</strong>essional Writing* 4.00<br />
SPC 1606 Public Speaking † 4.00<br />
Totals: 32.00<br />
TOTAL CREDIT HOURS: 133<br />
TOTAL WEEKS: 80<br />
* These specific courses are <strong>of</strong>fered online. Please see course description for details.<br />
† These specific courses use the Florida Statewide Course Numbering System (SCNS).<br />
ENGLISH COMPOSITION I CRITICAL LISTENING PUBLIC SPEAKING<br />
11 12 13 14 15<br />
AUDIO POSTPRODUCTION SESSION RECORDING VOCAL PRODUCTION ADVANCED AUDIO WORKSTATIONS ADVANCED INTERACTIVE AUDIO<br />
MUSIC HISTORY I INTRODUCTION TO MUSIC BUSINESS SONGWRITING & DEVELOPMENT PROFESSIONAL WRITING MUSIC HISTORY II<br />
16 17 18 19 20<br />
MUSIC COPYRIGHT & PUBLISHING<br />
ADVANCED AUDIO<br />
POSTPRODUCTION<br />
MUSIC PRODUCING<br />
& ARRANGEMENT<br />
ADVANCED<br />
SESSION RECORDING<br />
DIGITAL<br />
MASTERING<br />
Course Descriptions<br />
Program Core<br />
REC 4315<br />
Advanced Audio<br />
Postproduction<br />
The Advanced Audio Postproduction<br />
Course provides students with an advanced<br />
view <strong>of</strong> the process <strong>of</strong> audio postproduction<br />
for feature film and television. This course<br />
focuses on the creative development <strong>of</strong> audio<br />
postproduction elements, such as sound effect<br />
design, music editing, dialogue editing, and the<br />
final mixing process. The final mix <strong>of</strong> a film or<br />
television soundtrack requires many different<br />
sound layers; this course specifically examines<br />
each one <strong>of</strong> these elements while engineering<br />
the finished product.<br />
Course Outline<br />
Sound Effect Design and Editing<br />
Music Editing for Film and Television<br />
Dialogue Editing for Film and Television:<br />
ADR, Overdubs<br />
Sound Effect Design for Film and Television<br />
Mixing and Processing: Troubleshooting<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
REC 3413<br />
Advanced Audio<br />
Workstations<br />
The Advanced Audio Workstations<br />
Course provides students with an opportunity<br />
to expand their knowledge and skills in digital<br />
audio workstation theory and techniques.<br />
Within this course, students apply their<br />
workstation skills to highly specialized<br />
concepts and procedures such as advanced<br />
synchronization, surround production, data<br />
compression and encoding used for DVDs, and<br />
multichannel feature films.<br />
Course Outline<br />
Advanced Editing and Mixing<br />
Problem Solving Techniques<br />
Synchronization<br />
Film and Surround<br />
File Management<br />
Total credit hours 4.80<br />
Course length 4 weeks<br />
REC 3623<br />
Advanced<br />
Interactive Audio<br />
The Advanced Interactive Audio Course<br />
addresses advanced sound design techniques<br />
for interactive media. The curriculum expands<br />
upon the concepts introduced in the Interactive<br />
Audio course, by applying these foundational<br />
techniques to advanced project work and<br />
expanding established technical skills. Students<br />
in this course learn interactive media concepts<br />
including game audio applications and sound<br />
design principles. Students also learn the role<br />
<strong>of</strong> a sound designer for games, as they explore<br />
the overall process <strong>of</strong> creating various sound<br />
elements for games.<br />
Course Outline<br />
Mobile Phone Sound Development<br />
Game Sound Development<br />
Advanced Internet Audio Techniques<br />
Problem-solving Techniques with<br />
Interactive Audio<br />
Advanced Game Sound Design<br />
Total credit hours 3.73<br />
Course length 4 weeks<br />
REC 4735<br />
Advanced<br />
Session Recording<br />
The Advanced Session Recording Course<br />
provides extensive education in the theory,<br />
philosophy, and practice <strong>of</strong> contemporary music<br />
production in world-class studio facilities.<br />
Emphasis is placed on how to conduct a music<br />
session and how to work with a band in a studio<br />
setting. Additional topics <strong>of</strong> study include<br />
studio signal flow, recording techniques, and<br />
synchronization. Students utilize current audio<br />
recording technology for advanced studies in<br />
order to gain expertise in the art and science <strong>of</strong><br />
music production.<br />
Course Outline<br />
Studio Session Protocol and Etiquette<br />
Advanced Studio Signal Flow<br />
Advanced Recording Practices<br />
and Procedures<br />
Advanced Recording Techniques<br />
Recording Projects and Problem<br />
Solving Techniques<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
REC 1801<br />
Audio File<br />
Management and<br />
Documentation*<br />
The Audio File Management and<br />
Documentation Course provides students<br />
with a comprehensive understanding <strong>of</strong> many<br />
different audio file formats and the proper<br />
management and documentation <strong>of</strong> these files.<br />
Additional topics addressed in this course<br />
include pr<strong>of</strong>essional management standards<br />
for audio files and file documentation standards<br />
for various audio production applications. This<br />
course helps to develop students’ pr<strong>of</strong>essional<br />
demeanor through careful examination <strong>of</strong><br />
industry standards, workflow, protocol,<br />
etiquette, and vocabulary.<br />
Course Outline<br />
Overview Audio File Formats<br />
Understanding Audio File<br />
Format Management<br />
Audio Session Documentation<br />
Development <strong>of</strong> Audio File<br />
Problem Solving Skills<br />
Pr<strong>of</strong>essional Etiquette and Protocol<br />
Total credit hours 2.93<br />
Course length 4 weeks<br />
REC 2803<br />
Audio Postproduction<br />
The Audio Postproduction Course provides<br />
students with an overview <strong>of</strong> the creation<br />
and recording <strong>of</strong> production sound and audio<br />
postproduction sound design for feature film and<br />
television. Subjects include the history <strong>of</strong> the<br />
audio postproduction process, the recording <strong>of</strong><br />
production sound, timecode and synchronization,<br />
the feature film audio postproduction process,<br />
and the television audio postproduction process.<br />
Course Outline<br />
History <strong>of</strong> Audio Postproduction<br />
Recording Production Audio for<br />
Film and Video<br />
Timecode and Synchronization<br />
Feature Film Audio<br />
Postproduction Process<br />
Television Audio Postproduction Process<br />
Total credit hours 4.80<br />
Course length 4 weeks<br />
REC 2413<br />
Audio Workstations<br />
The Audio Workstations Course explores<br />
the digital audio workstation environment<br />
through an overview <strong>of</strong> digital audio concepts<br />
and practices. Students receive instruction and<br />
practical experience with powerful computerbased<br />
recording systems typically found in the<br />
modern recording and show production industry.<br />
Course Outline<br />
Workstation Hardware and S<strong>of</strong>tware<br />
Workstation Techniques and Procedures<br />
File Management<br />
Digital Audio Theory and Practice<br />
Total credit hours 4.27<br />
Course length 4 weeks<br />
REC 2141<br />
Audiotronics<br />
The Audiotronics Course provides an<br />
understanding <strong>of</strong> the proper maintenance<br />
and utilization <strong>of</strong> equipment found in music<br />
production studios and live event production<br />
venues. It begins with fundamental electronics<br />
and teaches the use <strong>of</strong> electronic test equipment,<br />
soldering skills, and cable maintenance. Students<br />
also explore maintenance and troubleshooting <strong>of</strong><br />
electronic circuits and media systems. Emphasis<br />
is placed on the application <strong>of</strong> course information<br />
through individual lab projects and classroom<br />
demonstrations. Students are challenged to<br />
solve a variety <strong>of</strong> real-world technical problems<br />
that <strong>of</strong>ten arise in the audio industry.<br />
Course Outline<br />
Electronics and Test Equipment<br />
Computer Maintenance<br />
Audio Systems Maintenance<br />
and Troubleshooting<br />
Lighting Fixture Maintenance<br />
Total credit hours 3.20<br />
Course length 4 weeks<br />
ART HISTORY<br />
* This course is only <strong>of</strong>fered online. It is conducted over the <strong>Full</strong> <strong>Sail</strong> Online Learning Environment – a web-based platform<br />
which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the<br />
Internet. Completion <strong>of</strong> the course is based on participation and successful completion <strong>of</strong> assignments.<br />
214 FULL SAIL UNIVERSITY<br />
RECORDING ARTS | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 215
Course Descriptions<br />
Program Core<br />
REC 2513<br />
Critical Listening<br />
The Critical Listening Course focuses on<br />
developing critical listening skills through an<br />
engineering perspective that uses recorded<br />
music from studio sessions, live concert material,<br />
and audio postproduction mixes as the subject <strong>of</strong><br />
analysis. Course topics include psychoacoustics<br />
<strong>of</strong> various audio environments, critical<br />
listening and the identification <strong>of</strong> engineering<br />
techniques such as balance, panning, EQ, reverb,<br />
compression, delay, and time-based effects, and<br />
instrument identification. Students also hone<br />
their critical listening skills by examining stylistic<br />
comparisons <strong>of</strong> engineering and mix techniques<br />
from several accomplished producers, studio<br />
engineers, and live engineers.<br />
Course Outline<br />
Critical Listening and Engineering Analysis<br />
Psychoacoustics <strong>of</strong> Critical<br />
Listening Environments<br />
Engineering Techniques and<br />
Critical Listening<br />
Critical Listening Techniques for Various<br />
Audio Applications<br />
Case Studies<br />
Total credit hours 2.67<br />
Course length 4 weeks<br />
REC 1751<br />
Digital Audio and Theory<br />
In the audio engineering field, it is vital that<br />
today’s student has a solid understanding <strong>of</strong><br />
digital audio and the theories associated with this<br />
technology. The Digital Audio and Theory<br />
Course examines digital audio in various audio<br />
applications, preparing students for working in<br />
the digital audio realm.<br />
REC 2223<br />
Digital Consoles<br />
The Digital Consoles Course introduces the<br />
theory and operation <strong>of</strong> digital audio consoles in<br />
the music production and live event production<br />
environments. Students in this course explore<br />
the audio signal flow <strong>of</strong> digital consoles as well<br />
as the computer automation and recall systems<br />
they employ. Additional course topics include<br />
signal routing and processing, digital console<br />
design, audio signal paths, digital plug-ins, audio<br />
file management, live audio digital consoles,<br />
music production digital consoles, and digital<br />
console automation and recall.<br />
Course Outline<br />
Digital Console Overview and Applications<br />
Digital Consoles<br />
Automation and Recall Systems<br />
Studio Concepts and Practices<br />
Total credit hours 4.27<br />
Course length 4 weeks<br />
REC 4935<br />
Digital Mastering<br />
In this final course <strong>of</strong> the Recording Arts<br />
Bachelor’s Degree Program, the Digital<br />
Mastering Course, students participate in an<br />
in-depth, project-oriented class that addresses<br />
the creative and technical issues involved in<br />
advanced music mastering, editing, and delivery.<br />
Additional course topics include CD and DVD<br />
mastering, multichannel audio formats, and the<br />
standards and practices <strong>of</strong> digital mastering.<br />
Course Outline<br />
REC 2623<br />
Interactive Audio<br />
The Interactive Audio Course introduces<br />
students to the importance <strong>of</strong> high-quality<br />
audio for all applications <strong>of</strong> interactive media.<br />
Students delve into specific examples <strong>of</strong><br />
audio and explore how they apply to the final<br />
product. The course provides a survey <strong>of</strong> audio,<br />
computer, and synthesis fundamentals as<br />
applied to streaming audio, video games, and<br />
other interactive content.<br />
Course Outline<br />
Fundamentals <strong>of</strong> Audio for Interactive<br />
Media Applications<br />
Sound Design and Postproduction for<br />
Various Interactive Media<br />
Multichannel Surround Sound Formats and<br />
Applications<br />
Digital Audio Theories and Interactive<br />
Media Issues<br />
Total credit hours 3.73<br />
Course length 4 weeks<br />
REC 1111<br />
Introduction to Media Arts<br />
The Introduction to Media Arts Course<br />
introduces students to the film, television,<br />
sound, live event, and digital media industries.<br />
The course provides fundamental terminology<br />
and the necessary understanding <strong>of</strong> the history,<br />
personnel, and production processes <strong>of</strong> the<br />
different media fields. Students explore how<br />
sound, visuals, and writing are all essential<br />
elements <strong>of</strong> successful media production.<br />
MUB 2011<br />
Introduction to<br />
Music Business<br />
The Introduction to Music Business<br />
Course takes students through the overall<br />
business structures <strong>of</strong> various types <strong>of</strong> music<br />
businesses. The music industry is comprised <strong>of</strong><br />
various players, companies, unions, not-for-pr<strong>of</strong>it<br />
associations, and other bodies that influence<br />
the music production and live event industries.<br />
It is important for any individual to understand<br />
all <strong>of</strong> the different components that impact this<br />
industry. Course topics address the following<br />
positions within the studio and live event<br />
industries: record producer, music publisher,<br />
booking agent, promoter, and tour manager.<br />
Additional topics include copyright collectives,<br />
performance rights organizations, music<br />
business deal structures, music distribution, and<br />
the tour industry model.<br />
Course Outline<br />
Music Business Structures<br />
Understanding <strong>of</strong> the Various Job Titles in<br />
the Studio and Live Event Industries<br />
Performance Rights and<br />
Organization Overviews<br />
Overview <strong>of</strong> Deal Structures and<br />
Distribution Agreements<br />
Case Studies<br />
Total credit hours 2.13<br />
Course length 4 weeks<br />
SHP 2031<br />
Introduction to Show<br />
Production Systems<br />
The Introduction to Show Production<br />
Systems Course introduces students to the<br />
basic concepts <strong>of</strong> live event terminology and<br />
technical systems. Console overviews and basic<br />
interfacing are introduced in preparation for<br />
future lab sessions, and additional emphasis is<br />
placed on defining live audio components and the<br />
system interface.<br />
REC 1630<br />
Microphones and Theory<br />
The Microphones and Theory Course<br />
explores the application, placement, and<br />
creative usage <strong>of</strong> microphones in music<br />
production environments. The course includes<br />
the evaluation <strong>of</strong> various environments both in<br />
studio and live-location production along with<br />
recommended microphone applications for each<br />
setting. Students in this course learn about<br />
microphone design theory, microphone polar<br />
patterns, and the recording process.<br />
Course Outline<br />
Overview <strong>of</strong> Microphones Architecture<br />
and Varieties<br />
Microphone Polar Patterns<br />
Microphones and Measurements/<br />
Specifications<br />
Creative Microphone Applications<br />
Microphone Selection and Music Genres<br />
Total credit hours 3.20<br />
Course length 4 weeks<br />
REC 1731<br />
MIDI<br />
Musical Instrument Digital Interface<br />
(MIDI) is the electronic marriage <strong>of</strong> music and<br />
computer technology that revolutionized music<br />
composition, recording, and arrangement.<br />
Students are introduced to the history <strong>of</strong> the<br />
MIDI concept, its principles and theory, and<br />
MIDI production techniques as well as MIDI<br />
control, synchronization, troubleshooting, and<br />
the design <strong>of</strong> MIDI systems. Students also survey<br />
the effect <strong>of</strong> MIDI on the modern recording<br />
studio environment and examine live audio MIDI<br />
applications. Finally, students learn how to<br />
interface computers with musical instruments for<br />
recording and live performance applications.<br />
MUM 3308<br />
Music Copyright<br />
and Publishing †<br />
The Music Copyright and Publishing<br />
Course teaches students how to protect their<br />
creative works and provides an overview <strong>of</strong><br />
the business mechanisms that can affect the<br />
use <strong>of</strong> their songs and those <strong>of</strong> their clients.<br />
Along with the global topics <strong>of</strong> copyright and<br />
music publishing, this course also covers<br />
the history <strong>of</strong> the music publishing industry,<br />
royalties, the songwriter’s contract, and<br />
publishing options, and provides an overview<br />
<strong>of</strong> publishing companies.<br />
Course Outline<br />
Historical Overview <strong>of</strong> the Music<br />
Publishing Industry<br />
Music Publishing Overview and Concepts<br />
Copyright Law<br />
Copyright Requirements and Regulations<br />
Copyright Protection<br />
Copyright and Digital Technology<br />
Royalties<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
MUH 2051<br />
Music History I*<br />
The American music industry has generated<br />
hits and new style combinations through<br />
every decade. The Music History I<br />
Course surveys this rich evolution from its<br />
roots through modern times in two classes,<br />
examining each musical style’s respective<br />
sociological and technological precedents.<br />
Music History I explores the unique historical<br />
and cultural conditions that serve to make<br />
American music distinctly original.<br />
MUH 3051<br />
Music History II*<br />
While Bob Dylan, The Beatles, and James<br />
Brown led popular music into its most creative<br />
period, the baby boomer generation developed<br />
a political awareness. Their revolutionary<br />
movements later settled into apathy in the late<br />
‘70s, and the music business took a pr<strong>of</strong>itable<br />
turn by developing a business model <strong>of</strong> selection<br />
and promotion. With a basis in the origin<br />
<strong>of</strong> American Music from the Music History<br />
I Course, the Music History II Course<br />
illustrates how the music industry continued<br />
to evolve. From 1975 through recent decades,<br />
the convergence <strong>of</strong> film, magazines, MTV, and<br />
the Internet in the promotion <strong>of</strong> new acts has<br />
cultivated a broad array <strong>of</strong> career paths for<br />
today’s student amid every facet <strong>of</strong><br />
the music industry.<br />
Course Outline<br />
The Popular Music Revolution 1965–1970<br />
Big Business Music, Promotion<br />
Convergence vs. the Fringe 1970–1990<br />
Total credit hours 2.13<br />
Course length 4 weeks<br />
REC 4511<br />
Music Producing<br />
and Arrangement<br />
The Music Producing and Arrangement<br />
Course addresses musical concepts <strong>of</strong> melody,<br />
rhythm, harmony, and the arrangement <strong>of</strong> a<br />
rhythm section, solo instruments, or voice.<br />
Learning will focus on grasping the conceptual<br />
process <strong>of</strong> combining individual components<br />
to complete a musically sound arrangement.<br />
Students will be led through an exploration <strong>of</strong><br />
the use and integration <strong>of</strong> MIDI technology and<br />
sequencing as it relates to rhythm section and<br />
lead-line writing. Various contemporary music<br />
styles and the music concepts comprising<br />
them will be examined. Additional course<br />
topics will address music production from an<br />
engineering perspective, demonstrating how<br />
knowledge <strong>of</strong> compositional elements such as<br />
melody, harmony, arranging, and orchestration<br />
help provide the foundation and focus <strong>of</strong><br />
contemporary styles and techniques. Great<br />
producers and musicians will be analyzed for<br />
study, including George Martin, Quincy Jones,<br />
Phil Spector, Daniel Lanois, Peter Gabriel, Prince,<br />
Brian Eno and Jeff “Mutt” Lange.<br />
Course Outline<br />
Arranging<br />
Creativity<br />
Budgets and Management<br />
Development <strong>of</strong> an Engineering Style<br />
Psychology and Creative Development<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
Critical Listening Skills and<br />
Final Project Development<br />
Course Outline<br />
Creative Structure in Media<br />
MUT 1023<br />
Music Theory<br />
Course Outline<br />
Fundamentals <strong>of</strong> Digital Audio<br />
Digital Audio Recording<br />
Digital Audio Reproduction and<br />
Error Correction<br />
Digital Audio and Media Formats<br />
Music Mastering Skills<br />
CD and DVD Mastering<br />
Multi-audio Formats<br />
Digital Mastering Process<br />
Problem Solving<br />
Case Studies<br />
Media Physics<br />
Visual Media<br />
Sound in Media and Show Production<br />
Digital Arts and Technology in Media<br />
Media History<br />
Course Specific Labs<br />
Course Outline<br />
Industry Study<br />
Course Outline<br />
MIDI Concepts<br />
Sequencing<br />
MIDI Hardware and S<strong>of</strong>tware<br />
Synchronization<br />
Course Outline<br />
Roots <strong>of</strong> American Music: European-<br />
American Folk, and Blues/Gospel<br />
Urban and Rural Popular Forms <strong>of</strong> the Early<br />
20th Century: Jazz Age Pop, Country<br />
The Music Theory Course encompasses<br />
a thorough study <strong>of</strong> the workings <strong>of</strong> music<br />
and sound. Students will study music theory,<br />
song form, and notation as well as develop<br />
ear-training skills. The focus <strong>of</strong> the course<br />
lies in understanding the construction <strong>of</strong><br />
music and gaining the ability to communicate<br />
effectively with musicians, composers, directors,<br />
programmers, and producers in the pr<strong>of</strong>essional<br />
audio production environment.<br />
Digital Signal Processing<br />
Total credit hours<br />
Course length<br />
3.20<br />
4 weeks<br />
Total credit hours<br />
Course length<br />
4.00<br />
4 weeks<br />
Total credit hours<br />
Course length<br />
4.27<br />
4 weeks<br />
Audio Components and Terminology<br />
Technical Systems Interface and Layout<br />
Small System Setup and Engineering<br />
Total credit hours 4.27<br />
Total credit hours<br />
Course length<br />
4.27<br />
4 weeks<br />
The Pop Music for Youth Explosion 1945<br />
to 1965<br />
Total credit hours 2.13<br />
Course length 4 weeks<br />
Course Outline<br />
Music Theory and Construction<br />
Song Form and Instrumentation<br />
Music Notation<br />
Course length 4 weeks<br />
* This course is only <strong>of</strong>fered online. It is conducted over the <strong>Full</strong> <strong>Sail</strong> Online Learning Environment – a web-based platform<br />
which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the<br />
Ear-Training<br />
Internet. Completion <strong>of</strong> the course is based on participation and successful completion <strong>of</strong> assignments.<br />
Total credit hours 2.93<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
Course length 4 weeks<br />
216 FULL SAIL UNIVERSITY<br />
RECORDING ARTS | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 217
Course Descriptions<br />
Program Core<br />
REC 2131<br />
Principles and<br />
Applications <strong>of</strong> Electricity<br />
The Principles and Applications <strong>of</strong><br />
Electricity Course is designed to teach<br />
principles and applications <strong>of</strong> electricity needed<br />
by the entertainment industry pr<strong>of</strong>essional.<br />
With an emphasis placed on safety procedures,<br />
students gain knowledge <strong>of</strong> electrical systems<br />
as they apply to studio and live event production.<br />
<strong>Areas</strong> <strong>of</strong> study include: DC theory, Ohm’s Law,<br />
introduction to AC, single-phase and threephase<br />
power, motor systems, electrical test<br />
equipment and measurement, live event power<br />
distribution systems, wire and cabling types<br />
for power systems, portable generator power<br />
applications, and grounding schemes. Students<br />
will design, build, and test a basic electrical<br />
distribution system. This course also provides<br />
the fundamental concepts required to better<br />
understand the electronic circuits found within<br />
audio, video, and lighting equipment.<br />
Course Outline<br />
Electrical Theory<br />
Study <strong>of</strong> Ohm’s Law:<br />
Resistance/Voltage/Current<br />
Introduction to AC Electrical Systems<br />
Motor Control<br />
Electrical Distribution Project<br />
Total credit hours 2.67<br />
Course length 4 weeks<br />
MUM 1608<br />
Recording Consoles<br />
The Recording Consoles Course explores<br />
the fundamental concepts <strong>of</strong> audio theory and<br />
practice. Students will learn recording console<br />
signal flow, multitrack recorder operation,<br />
signal processing, microphone technology,<br />
and pr<strong>of</strong>essional audio techniques as the basic<br />
building blocks <strong>of</strong> their audio education.<br />
Course Outline<br />
Studio Signal Flow<br />
Multitrack Recording<br />
Audio Hardware and Processing<br />
Audio Theory and Techniques<br />
Total credit hours 4.27<br />
Course length 4 weeks<br />
REC 2901<br />
Session Recording<br />
The Session Recording Course provides<br />
overall experience in the theory, philosophy, and<br />
practice <strong>of</strong> contemporary music production in a<br />
world-class studio facility. The course introduces<br />
the theory and operation <strong>of</strong> large-format audio<br />
consoles. Emphasis will be placed on how to<br />
conduct a music session and how to work with<br />
a band in a studio setting. Additional topics<br />
<strong>of</strong> study will be studio signal flow, recording<br />
techniques, and synchronization. Students utilize<br />
cutting-edge audio recording technology for<br />
advanced study in order to gain expertise in the<br />
art and science <strong>of</strong> music production.<br />
Course Outline<br />
Studio Signal Flow<br />
Recording Practices and Procedures<br />
Recording Techniques<br />
Recording Projects<br />
Total credit hours 4.80<br />
Course length 4 weeks<br />
REC 3011<br />
Songwriting and<br />
Development<br />
In the Songwriting and Development<br />
Course, basic songwriting techniques will<br />
be addressed; students will develop a strong<br />
sense <strong>of</strong> form, melody, harmony, bass line<br />
development, and rhythm. An introduction to<br />
lyric considerations for various musical genres<br />
will be explored, and all <strong>of</strong> these course topics<br />
will be connected and related to the standpoint<br />
<strong>of</strong> the audio engineer. Additional topics will<br />
include modulation and modality, transitional<br />
bridge and primary bridge, rhythm, rhyme and<br />
form, compositional decision-making, effective<br />
arrangements for lead vocals, and supporting<br />
the style and structure <strong>of</strong> a song with<br />
appropriate instruments. The over-arching goal<br />
<strong>of</strong> this course is convey to audio engineers the<br />
significance <strong>of</strong> songwriting in the production<br />
process and to assist audio engineers in making<br />
appropriate technical decisions based on the<br />
song and the artist.<br />
Course Outline<br />
Basic Songwriting Techniques<br />
Engineering and Lyrical Considerations<br />
Engineering and Music<br />
Genre Considerations<br />
Compositional Decision Making<br />
Songwriting and the Production Process<br />
Technology Decisions Based<br />
on Songwriting<br />
Total credit hours 2.13<br />
Course length 4 weeks<br />
REC 3123<br />
Vocal Production<br />
The Vocal Production Course will<br />
specifically address the production <strong>of</strong> vocal<br />
tracks and voice-overs for various media and<br />
musical applications. The creative component<br />
<strong>of</strong> this course will explore techniques and<br />
strategies for capturing the best vocal<br />
performance. Other topics <strong>of</strong> study will include<br />
preproduction with vocalists, establishing<br />
producer/vocalist rapport, conducting a vocal<br />
session, vocal compilation and background<br />
vocals, microphone selections, signal processing<br />
for vocals and voice-overs, and mixing for vocals<br />
and voice-overs.<br />
Course Outline<br />
Technical and Strategic Applications for<br />
Vocal Performances<br />
Conducting a Vocal Session<br />
Microphone Selection for Vocals<br />
and Voice-overs<br />
Signal Processing for Vocals<br />
and Voice-overs<br />
Mixing for Vocals and Voice-overs<br />
Total credit hours 4.27<br />
Course length 4 weeks<br />
General Education<br />
ART 2007<br />
Art History*<br />
The Art History Course introduces students<br />
to selected, impactful monuments <strong>of</strong> art and<br />
architecture in the Western tradition from the<br />
prehistoric to post-modernism era studied in<br />
relation to the intellectual background <strong>of</strong> the<br />
ages and civilizations that produced them.<br />
Lectures accompanied by various visual mediums<br />
inspire discussions <strong>of</strong> assigned readings in<br />
philosophical, religious, scientific, political,<br />
literary, artistic, and cultural contexts.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
218 FULL SAIL UNIVERSITY<br />
RECORDING ARTS | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 219<br />
Course Outline<br />
Art History<br />
Medieval and Renaissance Art<br />
Modern Art<br />
Post-modern Art<br />
Audience Awareness<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CLP 1006<br />
Behavioral Science †<br />
The Behavioral Science Course introduces<br />
students to the psychology <strong>of</strong> self-evaluation,<br />
self-motivation, self-awareness, and selffocus.<br />
This course provides an overview on<br />
current and historical theory as it pertains to<br />
the above-mentioned areas. Students are also<br />
introduced to techniques <strong>of</strong> time management,<br />
organization, active listening, and creating<br />
effective presentations.<br />
Course Outline<br />
Self-Awareness<br />
Self-Regulation<br />
Motivation<br />
Empathy<br />
Social Skills<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
MGF 1213<br />
College Mathematics †<br />
The College Mathematics Course is<br />
designed to enable students to build skills<br />
and confidence in algebra that are required to<br />
succeed in future math and core courses. Firsttime<br />
algebra students or those needing a review<br />
will begin with basic concepts and build upon<br />
these ideas by completing work that uses algebra<br />
in practical situations.<br />
Course Outline<br />
Review <strong>of</strong> Basic Arithmetic<br />
Operations with the Real Number System<br />
Measurement and Number Systems<br />
Exponents & Radical Expressions<br />
Linear Equations & Inequalities<br />
Graphing<br />
Proportions, Formulas, and Word Problems<br />
Introductory Statistics and Probability<br />
Business Applications and<br />
Mathematical Models<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGS 1000<br />
Computer Science<br />
and Internet* †<br />
The Computer Science and Internet<br />
Course introduces students to the basics <strong>of</strong><br />
computer operating systems and s<strong>of</strong>tware, web<br />
2.0 tools, and multimedia applications as they<br />
relate to everyday experiences <strong>of</strong> the computer<br />
user. Students will initiate online collaboration<br />
as well as utilize the tools to successfully<br />
navigate common issues associated with<br />
online collaboration. Additionally, students<br />
will evaluate and demonstrate knowledge<br />
<strong>of</strong> specific s<strong>of</strong>tware applications and<br />
technologies used in today’s society.<br />
Course Outline<br />
Multimedia Presentations<br />
Operating Systems and Technologies<br />
Web 2.0 Tools<br />
Student Audio/Video Projects<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
* This course is only <strong>of</strong>fered online. It is conducted over the <strong>Full</strong> <strong>Sail</strong> Online Learning Environment – a web-based platform<br />
which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the<br />
Internet. Completion <strong>of</strong> the course is based on participation and successful completion <strong>of</strong> assignments.<br />
ENC 1101<br />
English Composition I* †<br />
The English Composition I Course is<br />
designed to introduce students to the writing<br />
process. Special attention is given to selecting<br />
and refining topics, identifying the audience,<br />
developing a purpose, and formulating thesis<br />
statements. Grammatical conventions and their<br />
applications are heavily stressed. Students in<br />
this course learn to compose mature, logical<br />
sentences, and paragraphs in order to create<br />
rhetorical cohesion.<br />
Course Outline<br />
Invention and Drafting<br />
Revising and Editing<br />
Grammar<br />
Essay Structure<br />
Audience Awareness<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
PHY 1000<br />
Fundamentals <strong>of</strong> Physics †<br />
The Fundamentals <strong>of</strong> Physics Course<br />
teaches students how to understand the world<br />
through physics. Real-world phenomena such<br />
as light, mechanics, motion, collisions, and<br />
magnetism are introduced. Emphasis is placed<br />
on how problems, in describing nature, are<br />
approached in terms <strong>of</strong> physical theories and<br />
mathematical formulae.<br />
Course Outline<br />
Kinematics<br />
Motion<br />
Energy and Mechanics<br />
Electricity and Magnetism<br />
Electromagnetic Spectrum<br />
Survey <strong>of</strong> Light<br />
Physical Theories and Formulae<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENC 326<br />
Pr<strong>of</strong>essional Writing*<br />
The Pr<strong>of</strong>essional Writing Course is designed<br />
to further develop the rational/logical functions<br />
<strong>of</strong> the brain while cultivating intellectual prowess<br />
to master multiple genres <strong>of</strong> writing. Students<br />
identify and practice different writing styles<br />
while exploring the purposes <strong>of</strong> writing vital to<br />
their success as pr<strong>of</strong>essionals.<br />
Course Outline<br />
Multi-Disciplinary Writing<br />
Strategies for Drafting, Revising, and<br />
Pro<strong>of</strong>reading Pr<strong>of</strong>essional Documents<br />
Manuscripts and Adaptations<br />
Reports and Proposal Writing<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
SPC 1606<br />
Public Speaking †<br />
The Public Speaking Course is designed<br />
to train students in understanding and<br />
implementing oral communication skills.<br />
Learning is centered on student participation<br />
in a variety <strong>of</strong> speaking/listening situations,<br />
which are designed to increase the<br />
understanding <strong>of</strong> the interpersonal nature <strong>of</strong><br />
all speech communication. Students study and<br />
participate in the creation and delivery <strong>of</strong> at<br />
least three types <strong>of</strong> speeches. Target audience<br />
identification, surveys, body language, effective<br />
speaking techniques, and pre-speech planning<br />
are investigated and used to create speeches.<br />
Course Outline<br />
Impromptu Speeches<br />
Researching for Speech Manuscripts<br />
Creation and Delivery <strong>of</strong><br />
Persuasive Speeches<br />
Creation and Delivery <strong>of</strong> Expository<br />
and Demonstrative Speeches<br />
Speech Outlines<br />
Audience Surveys<br />
Evaluation <strong>of</strong> Speaking Effectiveness<br />
Total credit hours 4.00<br />
Course length 4 weeks
Recording<br />
Engineering<br />
Associate <strong>of</strong> Science Degree Program<br />
Understanding the nuances <strong>of</strong> recording a voice or<br />
instrument requires a broad-based approach that<br />
combines art and science. From dramatic instrumental<br />
scores to hard-driving rock and roll, all genres and<br />
media require an attention to detail and a respect for<br />
the integrity <strong>of</strong> the fi nished product. If your dream<br />
career is to be involved in the making <strong>of</strong> memorable<br />
recordings, <strong>Full</strong> <strong>Sail</strong> <strong>University</strong>’s Recording<br />
Engineering Associate’s Degree Program can give you<br />
the building blocks to pursue a career working behind<br />
the scenes in pr<strong>of</strong>essional audio.<br />
Quality recorded audio is not only needed for great<br />
albums, but for the media that shapes our lives. To<br />
address the need for skilled recording pr<strong>of</strong>essionals,<br />
<strong>Full</strong> <strong>Sail</strong> <strong>University</strong>’s Recording Engineering<br />
Associate’s Degree teaches students the core<br />
fundamentals <strong>of</strong> what it takes to record and master<br />
high-caliber music and soundtracks.<br />
Graduates <strong>of</strong> this degree may apply to continue<br />
their education with the:<br />
Music Business<br />
Bachelor <strong>of</strong> Science Degree Program<br />
CAMPUS ONLINE CAMPUS ONLINE<br />
Recording Arts<br />
PROGRAM PROGRAM PROGRAM PROGRAM<br />
Bachelor <strong>of</strong> Science Degree Program<br />
220 FULL SAIL UNIVERSITY<br />
* IF YOU’RE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR ADMISSIONS<br />
CAMPUS ONLINE<br />
RECORDING ENGINEERING | Associate Associate <strong>of</strong> Science Science Degree Program 221<br />
DEPARTMENT TO EXPLORE YOUR OPTIONS.<br />
PROGRAM<br />
PROGRAM<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
Sound Fundamentals<br />
Recording and Mixing<br />
Music Production<br />
Postproduction
NG<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
ORDING ENGINEERING<br />
ND FUNDAMENTALS<br />
RDING AND MIXING/<br />
IC PRODUCTION<br />
RECORDING ENGINEERING<br />
SOUND FUNDAMENTALS<br />
Sound Fundamentals<br />
In the studio, you need to know much more than<br />
how to run the controls. You’ll need to have the ear<br />
OF SOUND<br />
to determine if a guitar’s A string is fl at, or whether<br />
a vocal needs to be brightened up. When a signal or<br />
microphone RECORDING fails, you’ll need to AND know MIXING/ how to effectively<br />
troubleshoot and fi x the problem as soon as possible.<br />
MUSIC PRODUCTION<br />
Your curriculum in the Recording Engineering program<br />
introduces you to all <strong>of</strong> the elements <strong>of</strong> sound – from<br />
music basics, to mastering<br />
ear training and critical listening. You’ll<br />
also study audiotronics to learn how to properly use<br />
and maintain industry-standard recording hardware<br />
and s<strong>of</strong>tware, POSTPRODUCTION<br />
as well as hands-on electronics<br />
knowledge so that you can wire, solder, and test<br />
equipment. Your coursework also includes industry-<br />
audio<br />
specifi c topics such EFFECTS<br />
as microphone theory and audio<br />
workfl ow, as well as the essential communication skills<br />
needed in the music business.<br />
RECORDING ENGINEERING<br />
TPRODUCTION<br />
SOUND FUNDAMENTALS<br />
RECORDING AND MIXING/<br />
MUSIC PRODUCTION<br />
elements<br />
OF SOUND<br />
recording&<br />
mastering<br />
music& audio<br />
cal audiotronics microphone<br />
NG ENGINEERING<br />
POSTPRODUCTION<br />
elements<br />
OF SOUND<br />
recording&<br />
mastering<br />
audio<br />
EFFECTS<br />
LISTENING<br />
critical audiotronics microphone<br />
LISTENING<br />
THEORY<br />
SOUND<br />
design<br />
music&<br />
sound<br />
IN MEDIA<br />
THEORY<br />
flawless<br />
PROFESSIONAL<br />
workflow<br />
vocal<br />
PROFESSIONAL<br />
D flawless<br />
recording<br />
LISTENING<br />
THEORY workflow<br />
n<br />
&mastering<br />
ARTIST<br />
PRODUCTION<br />
FULL SAIL UNIVERSITY<br />
tracks<br />
collaboration<br />
FULL SAIL UNIVERSITY<br />
RECORDING ENGINEERING | Associate Associate <strong>of</strong> Science Science Degree Program<br />
SOUND<br />
TECHNIQUES vocal<br />
222 223<br />
recording&<br />
recording<br />
ARTIST<br />
DAMENTALS<br />
AND MIXING/<br />
elements<br />
recording&<br />
elements<br />
OF SOUND<br />
critical audiotronics microphone<br />
LISTENING<br />
SOUND<br />
design<br />
EFFECTS<br />
sound<br />
IN MEDIA<br />
tracks<br />
critical audiotronics microphone<br />
SOUND<br />
design<br />
music&<br />
sound<br />
IN MEDIA<br />
flawless<br />
tracks<br />
flawless<br />
tracks<br />
critical audiotronics microphone<br />
flawless<br />
THEORY<br />
vocal<br />
PRODUCTION<br />
TECHNIQUES<br />
PROFESSIONAL<br />
recording<br />
&mastering<br />
THEORY<br />
vocal<br />
PRODUCTION<br />
TECHNIQUES<br />
workflow<br />
vocal<br />
PRODUCTION<br />
TECHNIQUES<br />
ARTIST<br />
collaboration<br />
PROFESSIONAL<br />
workflow<br />
recording<br />
&mastering<br />
PROFE<br />
wo<br />
recor<br />
&mas
G<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
elements<br />
recording&<br />
mastering<br />
SOUND FUNDAMENTALSRECORDING<br />
AND MIXING/<br />
MUSIC PRODUCTION<br />
OF SOUND<br />
SOUND flawless<br />
Recording and Mixing<br />
design<br />
POSTPRODUCTION<br />
Whether the goal is a polished pop single, a bare-bones<br />
audio<br />
RECORDING AND MIXING/ tracks recording&EFFECTS<br />
rock track, or an intricate soundtrack to a game or fi lm,<br />
MUSIC PRODUCTION<br />
a recording session can demand a diverse range <strong>of</strong> skill<br />
mastering<br />
and knowledge. The Recording Engineering degree<br />
program is developed to prepare you for a variety <strong>of</strong><br />
recording situations – teaching you how to create a<br />
music&<br />
sound<br />
pr<strong>of</strong>essional-caliber recording from the fi rst track POSTPRODUCTION<br />
to<br />
the fi nal mixed master.<br />
audio<br />
elements<br />
EFFECTS<br />
Your coursework includes classes in session recording,<br />
IN audio workstations MEDIA and interactive audio. Within <strong>Full</strong><br />
<strong>Sail</strong>’s state-<strong>of</strong>-the-art studios, you’ll learn the theory<br />
OF SOUND<br />
and operation <strong>of</strong> recording and mixing equipment, LISTENING<br />
and apply your knowledge <strong>of</strong> engineering standards<br />
by working with live musicians in real-world recording<br />
scenarios. In turn, you develop creative production<br />
skills in sound design and artist collaboration, as well<br />
as the personal skills needed to work with real people<br />
recording&<br />
in studio situations.<br />
Music Production<br />
SOUND<br />
mastering<br />
Your vision <strong>of</strong> becoming a pr<strong>of</strong>essional recording design<br />
engineer isn’t driven by a desire to push buttons –<br />
it’s the idea <strong>of</strong> taking part in making a quality piece<br />
<strong>of</strong> music. A solid understanding <strong>of</strong> what goes into<br />
RECORDING ENGINEERING<br />
good music is essential for an engineer to get the<br />
most out <strong>of</strong> a musician or instrument’s sound and<br />
ultimately deliver a powerful fi nal product.<br />
music&<br />
SOUND FUNDAMENTALS In the Recording Engineering degree program, you’ll<br />
elements<br />
learn the processes and techniques used by top music<br />
producers to create fl awless tracks. From fi nding the<br />
audio sound<br />
OF SOUND<br />
LISTENING<br />
sweet spot for microphone placement to working with<br />
EFFECTS<br />
an artist on song structure, your coursework in music<br />
theory gives you insight into the music recording IN MEDIA<br />
RECORDING AND MIXING/ recording&<br />
SOUND<br />
process. The fundamentals <strong>of</strong> melody, harmony,<br />
MUSIC PRODUCTION<br />
rhythm and tone are mastering<br />
design flawless<br />
all part <strong>of</strong> working successfully<br />
tracks<br />
with musicians. You’ll study music history to analyze<br />
music styles and musical milestones to diversify and<br />
enrich your awareness <strong>of</strong> the requirements <strong>of</strong> today’s<br />
POSTPRODUCTION studio environment. audio<br />
EFFECTS<br />
critical audiotronics flawless vocal<br />
PRODUCTION microphone<br />
SOUND<br />
vocal<br />
design<br />
LISTENING<br />
music&<br />
PRODUCTION sound<br />
TECHNIQUES<br />
SOUND IN MEDIA<br />
design<br />
music&<br />
sound<br />
IN MEDIA<br />
flawless<br />
tracks<br />
TECHNIQUES THEORY<br />
vocal<br />
PRODUCTION<br />
TECHNIQUES<br />
PROFESSIONAL<br />
workflow<br />
recording<br />
&mastering<br />
critical audiotronics microphone<br />
critical audiotronics microphone<br />
music&<br />
sound<br />
IN MEDIA<br />
flawless<br />
tracks<br />
workflow<br />
recording<br />
&mastering<br />
THEORY<br />
vocal<br />
PRODUCTION<br />
TECHNIQUES<br />
ARTIST<br />
collaboration<br />
224 FULL SAIL UNIVERSITY<br />
RECORDING ENGINEERING | Associate Associate <strong>of</strong> Science Science Degree Program 225<br />
THEORY<br />
vocal<br />
PRODUCTION<br />
TECHNIQUES<br />
tracks<br />
PROFESSIONAL<br />
workflow<br />
recording<br />
&mastering<br />
workflow<br />
recording<br />
&mastering<br />
ARTIST<br />
collaboration<br />
ARTIST<br />
collaboration<br />
c
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
audio<br />
EFFECTS<br />
RECORDING AND MIXING/<br />
MUSIC PRODUCTION<br />
POSTPRODUCTION<br />
music&<br />
soundaudio<br />
EFFECTS<br />
IN MEDIA<br />
recording&<br />
mastering<br />
Audio Postproduction<br />
Producers <strong>of</strong> fi lm, video games, and television<br />
all agree: sound is half the experience. The audio<br />
postproduction focus in <strong>Full</strong> <strong>Sail</strong>’s Recording<br />
Engineering degree explores the creation <strong>of</strong> sound<br />
effects, music, and dialogue for today’s media.<br />
You’ll learn how the soundtrack surrounds the<br />
audience and brings the onscreen world to life.<br />
tracks TECHNIQUES<br />
226 FULL SAIL UNIVERSITY<br />
RECORDING ENGINEERING | Associate Associate <strong>of</strong> Science Science Degree Program 227<br />
SOUND<br />
design<br />
music&<br />
sound<br />
IN MEDIA<br />
flawless<br />
tracks<br />
vocal<br />
PRODUCTION<br />
TECHNIQUES
228<br />
Overview<br />
<strong>Full</strong> <strong>Sail</strong> <strong>University</strong>’s Recording Engineering<br />
curriculum is designed to provide you with the<br />
fundamental knowledge and technical skills you’ll<br />
need to make the fi rst step into a career in the audio<br />
industry. With more than 30 years <strong>of</strong> experience<br />
educating people in the art and science <strong>of</strong> recording<br />
audio, <strong>Full</strong> <strong>Sail</strong> has evolved alongside the industry, and<br />
has developed a curriculum that addresses the basics<br />
not just <strong>of</strong> recording music, but also how analog and<br />
digital recording skills can be used in video games,<br />
fi lm, live music production, and more.<br />
You’ll study the use and maintenance <strong>of</strong> studio<br />
equipment, the operation <strong>of</strong> digital workstations, the<br />
fundamentals <strong>of</strong> how to effectively run a studio session,<br />
music production processes, and the postproduction<br />
implementation <strong>of</strong> dialog and special effects. By<br />
working with the same technology and workfl ows<br />
found in the pr<strong>of</strong>essional audio industry, you’ll master<br />
the basics <strong>of</strong> recording during live sessions with<br />
musicians playing a variety <strong>of</strong> genres.<br />
Since a passion for music is what ultimately drives<br />
those who want careers in recording, your coursework<br />
includes topics such as music theory and critical<br />
listening. You’ll also learn the basics <strong>of</strong> electronics and<br />
work with all types <strong>of</strong> recording equipment to develop<br />
your understanding <strong>of</strong> the underlying technology that<br />
makes it all happen.<br />
Additionally, courses in communications, the music<br />
industry, plus relevant math and computer science<br />
deliver the essentials needed to thrive in real-world<br />
business scenarios and prepare you for that fi rst<br />
step into the audio industry. To help you make that<br />
transition, we’ve also got a team <strong>of</strong> Career Development<br />
pr<strong>of</strong>essionals that can help you polish your interviewing<br />
skills and get you ready to enter the job market.<br />
In addition, our Career Development services and<br />
advisors will be available for support and assistance<br />
throughout the length <strong>of</strong> your pr<strong>of</strong>essional career.<br />
Objective<br />
Our goal is to provide you with the focused<br />
knowledge and understanding <strong>of</strong> audio needed<br />
to qualify for entry-level industry positions as<br />
assistant engineers, music recording engineers,<br />
postproduction audio engineers, MIDI/digital audio<br />
workstation operators and programmers, music/<br />
effects/dialogue editors, production engineers for<br />
broadcast, assistant maintenance technicians, and<br />
a variety <strong>of</strong> other positions in the audio industry.<br />
In addition to technical pr<strong>of</strong>i ciency and creative<br />
development, your education will help you develop<br />
critical thinking, problem solving, and analytical skills<br />
that contribute to life learning, providing you with tools<br />
to help sustain a long and productive pr<strong>of</strong>essional<br />
career in the entertainment and media industry.<br />
RECORDING ENGINEERING<br />
OVERVIEW & OBJECTIVE<br />
FULL SAIL UNIVERSITY<br />
RECORDING ENGINEERING | Associate Associate <strong>of</strong> Science Science Degree Program<br />
FULL SAIL UNIVERSITY 229
Recording Engineering<br />
Associate <strong>of</strong> Science Degree Program<br />
PROGRAM CORE<br />
Code Course Credit Hours<br />
REC 1801 Audio File Management and Documentation* 2.93<br />
REC 2803 Audio Postproduction 4.80<br />
REC 2413 Audio Workstations 4.27<br />
REC 2141 Audiotronics 3.20<br />
REC 2513 Critical Listening 2.67<br />
REC 1751 Digital Audio and Theory 3.20<br />
REC 2223 Digital Consoles 4.27<br />
REC 2623 Interactive Audio 3.73<br />
REC 1111 Introduction to Media Arts 4.27<br />
MUB 2011 Introduction to Music Business 2.13<br />
SHP 2031 Introduction to Show Production Systems 4.27<br />
REC 1630 Microphones and Theory 3.20<br />
REC 1731 MIDI 4.27<br />
MUH 2051 Music History I* 2.13<br />
MUT 1023 Music Theory 2.93<br />
REC 2131 Principles and Applications <strong>of</strong> Electricity 2.67<br />
MUM 1608 Recording Consoles 4.27<br />
REC 2901 Session Recording 4.80<br />
Totals: 64.01<br />
Chronological Schedule by Months<br />
1 2 3 4 5 6<br />
INTRODUCTION TO<br />
MEDIA ARTS<br />
BEHAVIORAL<br />
SCIENCE<br />
COMPUTER SCIENCE<br />
& INTERNET<br />
COLLEGE<br />
MATHEMATICS<br />
MUSIC<br />
THEORY<br />
FUNDAMENTALS<br />
OF PHYSICS<br />
RECORDING<br />
CONSOLES<br />
MICROPHONES<br />
& THEORY<br />
MIDI<br />
DIGITAL AUDIO<br />
& THEORY<br />
INTRODUCTION TO SHOW<br />
PRODUCTION SYSTEMS<br />
AUDIO FILE MANAGEMENT<br />
& DOCUMENTATION<br />
7 8 9 10 11 12<br />
AUDIOTRONICS<br />
PRINCIPLES & APPLICATIONS<br />
OF ELECTRICITY<br />
DIGITAL<br />
CONSOLES<br />
ENGLISH<br />
COMPOSITION I<br />
AUDIO<br />
WORKSTATIONS<br />
CRITICAL<br />
LISTENING<br />
GENERAL EDUCATION<br />
Code Course Credit Hours<br />
CLP 1006 Behavioral Science † 4.00<br />
MGF 1213 College Mathematics † 4.00<br />
CGS 1000 Computer Science and Internet* † 4.00<br />
ENC 1101 English Composition I* † 4.00<br />
PHY 1000 Fundamentals <strong>of</strong> Physics † 4.00<br />
SPC 1606 Public Speaking † 4.00<br />
Totals: 24.00<br />
INTERACTIVE<br />
AUDIO<br />
PUBLIC<br />
SPEAKING<br />
AUDIO<br />
POSTPRODUCTION<br />
MUSIC<br />
HISTORY I<br />
TOTAL CREDIT HOURS: 88<br />
TOTAL WEEKS: 48<br />
* These specific courses are <strong>of</strong>fered online. Please see course description for details.<br />
† These specific courses use the Florida Statewide Course Numbering System (SCNS).<br />
SESSION<br />
RECORDING<br />
INTRODUCTION TO<br />
MUSIC BUSINESS<br />
Course Descriptions<br />
Program Core<br />
REC 1801<br />
Audio File<br />
Management and<br />
Documentation*<br />
The Audio File Management and<br />
Documentation Course provides students<br />
with a comprehensive understanding <strong>of</strong> many<br />
different audio file formats and the proper<br />
management and documentation <strong>of</strong> these files.<br />
Additional topics addressed in this course<br />
include pr<strong>of</strong>essional management standards for<br />
audio files and file documentation standards<br />
for various audio production applications. This<br />
course helps to develop students’ pr<strong>of</strong>essional<br />
demeanor through careful examination <strong>of</strong><br />
industry standards, workflow, protocol,<br />
etiquette, and vocabulary.<br />
* This course is only <strong>of</strong>fered online. It is conducted over the <strong>Full</strong> <strong>Sail</strong> Online Learning Environment – a web-based platform<br />
which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the<br />
Internet. Completion <strong>of</strong> the course is based on participation and successful completion <strong>of</strong> assignments.<br />
230 FULL SAIL UNIVERSITY<br />
RECORDING ENGINEERING | Associate Associate <strong>of</strong> Science Science Degree Program 231<br />
Course Outline<br />
Overview Audio File Formats<br />
Understanding Audio File<br />
Format Management<br />
Audio Session Documentation<br />
Development <strong>of</strong> Audio File Problem<br />
Solving Skills<br />
Pr<strong>of</strong>essional Etiquette and Protocol<br />
Total credit hours 2.93<br />
Course length 4 weeks<br />
REC 2803<br />
Audio Postproduction<br />
The Audio Postproduction Course provides<br />
students with an overview <strong>of</strong> the creation<br />
and recording <strong>of</strong> production sound and audio<br />
postproduction sound design for feature film<br />
and television. Subjects include the history<br />
<strong>of</strong> the audio postproduction process, the<br />
recording <strong>of</strong> production sound, timecode<br />
and synchronization, the feature film audio<br />
postproduction process, and the television<br />
audio postproduction process.<br />
Course Outline<br />
History <strong>of</strong> Audio Postproduction<br />
Recording Production Audio for<br />
Film and Video<br />
Timecode and Synchronization<br />
Feature Film Audio Postproduction Process<br />
Television Audio Postproduction Process<br />
Total credit hours 4.80<br />
Course length 4 weeks<br />
REC 2413<br />
Audio Workstations<br />
The Audio Workstations Course explores<br />
the digital audio workstation environment<br />
through an overview <strong>of</strong> digital audio concepts<br />
and practices. Students receive instruction and<br />
practical experience with powerful computerbased<br />
recording systems typically found in the<br />
modern recording and show production industry.<br />
Course Outline<br />
Workstation Hardware and S<strong>of</strong>tware<br />
Workstation Techniques and Procedures<br />
File Management<br />
Digital Audio Theory and Practice<br />
Total credit hours 4.27<br />
Course length 4 weeks<br />
REC 2141<br />
Audiotronics<br />
The Audiotronics Course provides an<br />
understanding <strong>of</strong> the proper maintenance<br />
and utilization <strong>of</strong> equipment found in music<br />
production studios and live event production<br />
venues. It begins with fundamental electronics<br />
and teaches the use <strong>of</strong> electronic test equipment,<br />
soldering skills, and cable maintenance. Students<br />
also explore maintenance and troubleshooting <strong>of</strong><br />
electronic circuits and media systems. Emphasis<br />
is placed on the application <strong>of</strong> course information<br />
through individual lab projects and classroom<br />
demonstrations. Students are challenged to<br />
solve a variety <strong>of</strong> real-world technical problems<br />
that <strong>of</strong>ten arise in the audio industry.<br />
Course Outline<br />
Electronics and Test Equipment<br />
Computer Maintenance<br />
Audio Systems Maintenance<br />
and Troubleshooting<br />
Lighting Fixture Maintenance<br />
Total credit hours 3.20<br />
Course length 4 weeks<br />
REC 2513<br />
Critical Listening<br />
The Critical Listening Course focuses on<br />
developing critical listening skills through an<br />
engineering perspective that uses recorded<br />
music from studio sessions, live concert<br />
material, and audio postproduction mixes<br />
as the subject <strong>of</strong> analysis. Course topics<br />
include psychoacoustics <strong>of</strong> various audio<br />
environments, critical listening and the<br />
identification <strong>of</strong> engineering techniques such<br />
as balance, panning, EQ, reverb, compression,<br />
delay, and time-based effects, and instrument<br />
identification. Students also hone their<br />
critical listening skills by examining stylistic<br />
comparisons <strong>of</strong> engineering and mix techniques<br />
from several accomplished producers, studio<br />
engineers, and live engineers.<br />
Course Outline<br />
Critical Listening and Engineering Analysis<br />
Psychoacoustics <strong>of</strong> Critical<br />
Listening Environments<br />
Engineering Techniques and<br />
Critical Listening<br />
Critical Listening Techniques for Various<br />
Audio Applications<br />
Case Studies<br />
Total credit hours 2.67<br />
Course length 4 weeks<br />
REC 1751<br />
Digital Audio and Theory<br />
In the audio engineering field, it is vital that<br />
today’s student has a solid understanding<br />
<strong>of</strong> digital audio and the theories associated<br />
with this technology. The Digital Audio and<br />
Theory Course examines digital audio in<br />
various audio applications, preparing students<br />
for working in the digital audio realm.<br />
Course Outline<br />
Fundamentals <strong>of</strong> Digital Audio<br />
Digital Audio Recording<br />
Digital Audio Reproduction and<br />
Error Correction<br />
Digital Audio and Media Formats<br />
Digital Signal Processing<br />
Total credit hours 3.20<br />
Course length 4 weeks<br />
REC 2223<br />
Digital Consoles<br />
The Digital Consoles Course introduces<br />
the theory and operation <strong>of</strong> digital audio<br />
consoles in the music production and live event<br />
production environments. Students in this<br />
course explore the audio signal flow <strong>of</strong> digital<br />
consoles as well as the computer automation<br />
and recall systems they employ. Additional<br />
course topics include signal routing and<br />
processing, digital console design, audio signal<br />
paths, digital plug-ins, audio file management,<br />
live audio digital consoles, music production<br />
digital consoles, and digital console automation<br />
and recall.<br />
Course Outline<br />
Digital Console Overview and Applications<br />
Digital Consoles<br />
Automation and Recall Systems<br />
Studio Concepts and Practices<br />
Total credit hours 4.27<br />
Course length 4 weeks<br />
REC 2623<br />
Interactive Audio<br />
The Interactive Audio Course introduces<br />
students to the importance <strong>of</strong> high-quality<br />
audio for all applications <strong>of</strong> interactive media.<br />
Students delve into specific examples <strong>of</strong><br />
audio and explore how they apply to the final<br />
product. The course provides a survey <strong>of</strong> audio,<br />
computer, and synthesis fundamentals as<br />
applied to streaming audio, video games, and<br />
other interactive content.<br />
Course Outline<br />
Fundamentals <strong>of</strong> Audio for Interactive<br />
Media Applications<br />
Sound Design and Postproduction for<br />
Various Interactive Media<br />
Multichannel Surround Sound Formats<br />
and Applications<br />
Digital Audio Theories and Interactive<br />
Media Issues<br />
Total credit hours 3.73<br />
Course length 4 weeks
Course Descriptions<br />
Program Core<br />
REC 1111<br />
Introduction to Media Arts<br />
The Introduction to Media Arts Course<br />
introduces students to the film, television,<br />
sound, live event, and digital media industries.<br />
The course provides fundamental terminology<br />
and the necessary understanding <strong>of</strong> the history,<br />
personnel, and production processes <strong>of</strong> the<br />
different media fields. Students explore how<br />
sound, visuals, and writing are all essential<br />
elements <strong>of</strong> successful media production.<br />
Course Outline<br />
Creative Structure in Media<br />
Media Physics<br />
Visual Media<br />
Sound in Media and Show Production<br />
Digital Arts and Technology in Media<br />
Media History<br />
Course Specific Labs<br />
Total credit hours 4.27<br />
Course length 4 weeks<br />
MUB 2011<br />
Introduction to<br />
Music Business<br />
The Introduction to Music Business<br />
Course takes students through the overall<br />
business structures <strong>of</strong> various types <strong>of</strong> music<br />
businesses. The music industry is comprised<br />
<strong>of</strong> various players, companies, unions, notfor-pr<strong>of</strong>it<br />
associations, and other bodies that<br />
influence the music production and live event<br />
industries. It is important for any individual to<br />
understand all <strong>of</strong> the different components that<br />
impact this industry. Course topics address<br />
the following positions within the studio and<br />
live event industries: record producer, music<br />
publisher, booking agent, promoter, and tour<br />
manager. Additional topics include copyright<br />
collectives, performance rights organizations,<br />
music business deal structures, music<br />
distribution, and the tour industry model.<br />
Course Outline<br />
Music Business Structures<br />
Understanding <strong>of</strong> the Various Job Titles in<br />
the Studio and Live Event Industries<br />
Performance Rights and<br />
Organization Overviews<br />
Overview <strong>of</strong> Deal Structures and<br />
Distribution Agreements<br />
Case Studies<br />
Total credit hours 2.13<br />
Course length 4 weeks<br />
SHP 2031<br />
Introduction to Show<br />
Production Systems<br />
The Introduction to Show Production<br />
Systems Course introduces students to the<br />
basic concepts <strong>of</strong> live event terminology and<br />
technical systems. Console overviews and<br />
basic interfacing are introduced in preparation<br />
for future lab sessions, and additional emphasis<br />
is placed on defining live audio components and<br />
the system interface.<br />
Course Outline<br />
Industry Study<br />
Audio Components and Terminology<br />
Technical Systems Interface and Layout<br />
Small System Setup and Engineering<br />
Total credit hours 4.27<br />
Course length 4 weeks<br />
REC 1630<br />
Microphones and Theory<br />
The Microphones and Theory Course<br />
explores the application, placement, and<br />
creative usage <strong>of</strong> microphones in music<br />
production environments. The course includes<br />
the evaluation <strong>of</strong> various environments both<br />
in studio and live-location production along<br />
with recommended microphone applications<br />
for each setting. Students in this course learn<br />
about microphone design theory, microphone<br />
polar patterns, and the recording process.<br />
Course Outline<br />
Overview <strong>of</strong> Microphones Architecture<br />
and Varieties<br />
Microphone Polar Patterns<br />
Microphones and<br />
Measurements/Specifications<br />
Creative Microphone Applications<br />
Microphone Selection and Music Genres<br />
Total credit hours 3.20<br />
Course length 4 weeks<br />
REC 1731<br />
MIDI<br />
Musical Instrument Digital Interface<br />
(MIDI) is the electronic marriage <strong>of</strong> music and<br />
computer technology that revolutionized music<br />
composition, recording, and arrangement.<br />
Students are introduced to the history <strong>of</strong> the<br />
MIDI concept, its principles and theory, and<br />
MIDI production techniques as well as MIDI<br />
control, synchronization, troubleshooting, and<br />
the design <strong>of</strong> MIDI systems. Students also survey<br />
the effect <strong>of</strong> MIDI on the modern recording<br />
studio environment and examine live audio MIDI<br />
applications. Finally, students learn how to<br />
interface computers with musical instruments for<br />
recording and live performance applications.<br />
Course Outline<br />
MIDI Concepts<br />
Sequencing<br />
MIDI Hardware and S<strong>of</strong>tware<br />
Synchronization<br />
Total credit hours 4.27<br />
Course length 4 weeks<br />
MUH 2051<br />
Music History I*<br />
The American music industry has generated<br />
hits and new style combinations through<br />
every decade. The Music History I Course<br />
surveys this rich evolution from its roots<br />
through modern times, examining each<br />
musical style’s respective sociological and<br />
technological precedents. Music History I<br />
explores the unique historical and cultural<br />
conditions that serve to make American music<br />
distinctly original.<br />
Course Outline<br />
Roots <strong>of</strong> American Music: European-<br />
American Folk, and Blues/Gospel<br />
Urban and Rural Popular Forms <strong>of</strong> the Early<br />
20th Century: Jazz Age Pop, Country<br />
The Pop Music for Youth Explosion 1945<br />
to 1965<br />
Total credit hours 2.13<br />
Course length 4 weeks<br />
MUT 1023<br />
Music Theory<br />
The Music Theory Course encompasses<br />
a thorough study <strong>of</strong> the workings <strong>of</strong> music<br />
and sound. Students will study music theory,<br />
song form, and notation as well as develop<br />
ear-training skills. The focus <strong>of</strong> the course<br />
lies in understanding the construction <strong>of</strong><br />
music and gaining the ability to communicate<br />
effectively with musicians, composers,<br />
directors, programmers, and producers in the<br />
pr<strong>of</strong>essional audio production environment.<br />
Course Outline<br />
Music Theory and Construction<br />
Song Form and Instrumentation<br />
Music Notation<br />
Ear-Training<br />
Total credit hours 2.93<br />
Course length 4 weeks<br />
REC 2131<br />
Principles and<br />
Applications <strong>of</strong> Electricity<br />
The Principles and Applications <strong>of</strong><br />
Electricity Course is designed to teach<br />
principles and applications <strong>of</strong> electricity<br />
needed by the entertainment industry<br />
pr<strong>of</strong>essional. With an emphasis placed on<br />
safety procedures, students gain knowledge<br />
<strong>of</strong> electrical systems as they apply to studio<br />
and live event production. <strong>Areas</strong> <strong>of</strong> study<br />
include: DC theory, Ohm’s Law, introduction<br />
to AC, single-phase and three-phase power,<br />
motor systems, electrical test equipment and<br />
measurement, live event power distribution<br />
systems, wire and cabling types for<br />
power systems, portable generator power<br />
applications, and grounding schemes. Students<br />
will design, build, and test a basic electrical<br />
distribution system. This course also provides<br />
the fundamental concepts required to better<br />
understand the electronic circuits found within<br />
audio, video, and lighting equipment.<br />
General Education<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
232 FULL SAIL UNIVERSITY<br />
RECORDING ENGINEERING | Associate Associate <strong>of</strong> Science Science Degree Program 233<br />
Course Outline<br />
Electrical Theory<br />
Study <strong>of</strong> Ohm’s Law:<br />
Resistance/Voltage/Current<br />
Introduction to AC Electrical Systems<br />
Motor Control<br />
Electrical Distribution Project<br />
Total credit hours 2.67<br />
Course length 4 weeks<br />
MUM 2608<br />
Recording Consoles<br />
The Recording Consoles Course explores<br />
the fundamental concepts <strong>of</strong> audio theory and<br />
practice. Students will learn recording console<br />
signal flow, multitrack recorder operation,<br />
signal processing, microphone technology,<br />
and pr<strong>of</strong>essional audio techniques as the basic<br />
building blocks <strong>of</strong> their audio education.<br />
Course Outline<br />
Studio Signal Flow<br />
Multitrack Recording<br />
Audio Hardware and Processing<br />
Audio Theory and Techniques<br />
REC 2901<br />
Session Recording<br />
The Session Recording Course provides<br />
overall experience in the theory, philosophy, and<br />
practice <strong>of</strong> contemporary music production in a<br />
world-class studio facility. The course introduces<br />
the theory and operation <strong>of</strong> large-format audio<br />
consoles. Emphasis will be placed on how to<br />
conduct a music session and how to work with<br />
a band in a studio setting. Additional topics<br />
<strong>of</strong> study will be studio signal flow, recording<br />
techniques, and synchronization. Students utilize<br />
cutting-edge audio recording technology for<br />
advanced study in order to gain expertise in the<br />
art and science <strong>of</strong> music production.<br />
Course Outline<br />
Studio Signal Flow<br />
Recording Practices and Procedures<br />
Recording Techniques<br />
Recording Projects<br />
Total credit hours 4.80<br />
Course length 4 weeks<br />
Total credit hours 4.27<br />
Course length 4 weeks<br />
* This course is only <strong>of</strong>fered online. It is conducted over the <strong>Full</strong> <strong>Sail</strong> Online Learning Environment – a web-based platform<br />
which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the<br />
Internet. Completion <strong>of</strong> the course is based on participation and successful completion <strong>of</strong> assignments.<br />
CLP 1006<br />
Behavioral Science †<br />
The Behavioral Science Course introduces<br />
students to the psychology <strong>of</strong> self-evaluation,<br />
self-motivation, self-awareness, and selffocus.<br />
This course provides an overview on<br />
current and historical theory as it pertains to<br />
the above-mentioned areas. Students are also<br />
introduced to techniques <strong>of</strong> time management,<br />
organization, active listening, and creating<br />
effective presentations.<br />
Course Outline<br />
Self-Awareness<br />
Self-Regulation<br />
Motivation<br />
Empathy<br />
Social Skills<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
MGF 1213<br />
College Mathematics †<br />
The College Mathematics Course is<br />
designed to enable students to build skills<br />
and confidence in algebra that are required to<br />
succeed in future math and core courses. Firsttime<br />
algebra students or those needing a review<br />
will begin with basic concepts and build upon<br />
these ideas by completing work that uses algebra<br />
in practical situations.<br />
Course Outline<br />
Review <strong>of</strong> Basic Arithmetic<br />
Operations with the Real Number System<br />
Measurement and Number Systems<br />
Exponents & Radical Expressions<br />
Linear Equations & Inequalities<br />
Graphing<br />
Proportions, Formulas, and Word Problems<br />
Introductory Statistics and Probability<br />
Business Applications and<br />
Mathematical Models<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGS 1000<br />
Computer Science<br />
and Internet* †<br />
The Computer Science and Internet<br />
Course introduces students to the basics <strong>of</strong><br />
computer operating systems and s<strong>of</strong>tware, web<br />
2.0 tools, and multimedia applications as they<br />
relate to everyday experiences <strong>of</strong> the computer<br />
user. Students will initiate online collaboration<br />
as well as utilize the tools to successfully<br />
navigate common issues associated with<br />
online collaboration. Additionally, students<br />
will evaluate and demonstrate knowledge<br />
<strong>of</strong> specific s<strong>of</strong>tware applications and<br />
technologies used in today’s society.<br />
Course Outline<br />
Multimedia Presentations<br />
Operating Systems and Technologies<br />
Web 2.0 Tools<br />
Student Audio/Video Projects<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENC 1101<br />
English Composition* †<br />
The English Composition Course is<br />
designed to help students refine their own<br />
writing processes while developing an<br />
in-depth personal and intellectual inquiry<br />
into a subject <strong>of</strong> their choosing. The course<br />
connects personal reflection with critical<br />
analysis, providing varied opportunities for<br />
writing and strengthening language skills. As<br />
the course unfolds, a series <strong>of</strong> assignments will<br />
lead students through a continually deepening<br />
creative research process, which then<br />
culminates in the delivery <strong>of</strong> a complex and<br />
detailed written project.<br />
Course Outline<br />
Composition and Revision<br />
Critical Analysis<br />
Literary Devices<br />
Grammar and Structure<br />
Portfolio<br />
Total credit hours 4.00<br />
Course length 4 weeks
Course Descriptions<br />
General Education<br />
PHY 1000<br />
Fundamentals <strong>of</strong> Physics †<br />
The Fundamentals <strong>of</strong> Physics Course<br />
teaches students how to understand the world<br />
through physics. Real-world phenomena such<br />
as light, mechanics, motion, collisions, and<br />
magnetism are introduced. Emphasis is placed<br />
on how problems, in describing nature, are<br />
approached in terms <strong>of</strong> physical theories and<br />
mathematical formulae.<br />
Course Outline<br />
Kinematics<br />
Motion<br />
Energy and Mechanics<br />
Electricity and Magnetism<br />
Electromagnetic Spectrum<br />
Survey <strong>of</strong> Light<br />
Physical Theories and Formulae<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
SPC 1606<br />
Public Speaking †<br />
The Public Speaking Course is designed<br />
to train students in understanding and<br />
implementing oral communication skills.<br />
Learning is centered on student participation<br />
in a variety <strong>of</strong> speaking/listening situations,<br />
which are designed to increase the<br />
understanding <strong>of</strong> the interpersonal nature <strong>of</strong><br />
all speech communication. Students study and<br />
participate in the creation and delivery <strong>of</strong> at<br />
least three types <strong>of</strong> speeches. Target audience<br />
identification, surveys, body language, effective<br />
speaking techniques, and pre-speech planning<br />
are investigated and used to create speeches.<br />
Course Outline<br />
Impromptu Speeches<br />
Researching for Speech Manuscripts<br />
Creation and Delivery <strong>of</strong><br />
Persuasive Speeches<br />
Creation and Delivery <strong>of</strong> Expository and<br />
Demonstrative Speeches<br />
Speech Outlines<br />
Audience Surveys<br />
Evaluation <strong>of</strong> Speaking Effectiveness<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
234 FULL SAIL UNIVERSITY<br />
RECORDING ENGINEERING | Associate Associate <strong>of</strong> Science Science Degree Program 235
Show<br />
Production<br />
Bachelor <strong>of</strong> Science Degree Program<br />
From rock concerts and performing arts to corporate<br />
presentations and theme park events, the buzz that fi lls<br />
the air while watching live entertainment is undeniable<br />
and unmistakable – it’s a rush <strong>of</strong> emotion that leaves<br />
an impression on a crowd unlike any other experience.<br />
And while the audience’s focus may be directed toward<br />
the performers in the spotlight, none <strong>of</strong> them would be<br />
presented at their best without the hard work, planning,<br />
and technical skill <strong>of</strong> the people working behind the<br />
scenes – the technicians who build the stages, program<br />
and run the lights, set up microphones and balance the<br />
audio, and make sure everything looks and sounds just<br />
right for the audience.<br />
Those technical artists possess a unique set <strong>of</strong> skills<br />
that are separate from, but just as important as the<br />
talents <strong>of</strong> the performers on stage. <strong>Full</strong> <strong>Sail</strong>’s Show<br />
Production Bachelor’s Degree Program is designed<br />
to help you develop the skills you need to transform<br />
a night (or day) at a show, gig, or convention into an<br />
unforgettable experience, whether you’re running<br />
sound, directing or controlling the lights, shooting video<br />
for projection imagery, or any other <strong>of</strong> the roles it takes<br />
to produce a memorable live event.<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
Live Event Production<br />
Audio and<br />
Lighting Systems<br />
Audio Visual Technologies<br />
Concert Media Design<br />
Graduates <strong>of</strong> this degree may apply to continue<br />
their education with the:<br />
Entertainment Business<br />
Master <strong>of</strong> Science Degree Program<br />
236 FULL SAIL UNIVERSITY<br />
CAMPUS ONLINE CAMPUS<br />
* IF YOU’RE INTERESTED IN ANOTHER EDUCATIONAL PROGRAM TRACK, PLEASE CONTACT PROGRAMOUR<br />
PROGRAM ADMISSIONS<br />
DEPARTMENT TO EXPLORE YOUR OPTIONS.<br />
ONLINE<br />
PROGRAM<br />
SHOW PRODUCTION | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 237
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
AUDIO<br />
lighting<br />
AUDIO & LIGHTING<br />
flow<br />
SYSTEMS DESIGN<br />
SIGNAL<br />
flow<br />
show<br />
Live Event Production<br />
The lights dim and the crowd goes wild – it’s show<br />
ACOUSTIC<br />
PRODUCTION<br />
time, and there’s no shortage <strong>of</strong> action going on<br />
MEASUREMENT/<br />
behind the scenes, from running audio SYSTEMS<br />
and lighting SOUNDquality<br />
to shooting the event on video. In this area <strong>of</strong> the<br />
PRODUCTION ARTS<br />
optimization<br />
Show Production program, you’ll learn all about the<br />
MASTER production LABS details <strong>of</strong> live events, handling the same environment<br />
gear that’s used in the industry every day. You’ll<br />
SOUNDquality monitor<br />
do this in real live sound environments integrated<br />
optimization throughout our campus, ENGINEERING<br />
where you’ll cut your<br />
teeth and put your skills to the test in multiple<br />
performance settings.<br />
ulated<br />
E-PRODUCTION<br />
ENVIRONMENTS<br />
show<br />
PRODUCTION<br />
SYSTEMS<br />
From mixing the sound on stage at the front-<strong>of</strong>-house<br />
console, to executing a multi-camera shoot <strong>of</strong> the<br />
show, to recording and mixing the event in our<br />
production suites, it’s your chance to learn by doing<br />
in a fast-paced, exciting work space.<br />
simulated<br />
LIVE-PRODUCTION<br />
SIGNAL<br />
ENVIRONMENTS<br />
monitor<br />
ENGINEERING<br />
LIVE<br />
production<br />
VIDEO environment<br />
RECORDING<br />
MIXING<br />
SPECIFICATION visualization<br />
PROGRAMS<br />
AUDIO<br />
visual<br />
SYSTEMS<br />
ACOUSTIC<br />
MEASUREMENT/<br />
RECORDING<br />
PRODUCTION ARTS<br />
MASTER LABS<br />
MIXING<br />
AUDIO<br />
visual<br />
SYSTEMS<br />
audio<br />
ANALY SIS<br />
SYSTEMS<br />
home<br />
THEATER<br />
SET-UP<br />
home<br />
THEATER<br />
SET-UPaudio<br />
FULL SAIL UNIVERSITY audio live<br />
FULL SAIL UNIVERSITY SHOW PRODUCTION | Bachelor Bachelor <strong>of</strong> Science Science Degree Program<br />
nvironment<br />
SHOW PRO & TOUR<br />
LIVE EVENT<br />
PRODUCTION<br />
LIVE<br />
production<br />
VIDEO<br />
PECIFICATION visualization<br />
PROGRAMS<br />
AUDIO<br />
lighting<br />
ANALY SIS<br />
simulated<br />
LIVE-PRODUCTION<br />
ENVIRONMENTS<br />
live<br />
MEDIA<br />
concert<br />
VISUALS<br />
show<br />
PRODUCTION<br />
SYSTEMS<br />
SHOW PRO & TOUR<br />
LIVE EVENT<br />
PRODUCTION<br />
AUDIO & LIGHTING<br />
SYSTEMS DESIGN<br />
monitor<br />
ENGINEERING<br />
LIVEHD<br />
VIDEO<br />
production<br />
SPECIFICATION visualization<br />
PROGRAMS<br />
LIVE<br />
production<br />
VIDEO<br />
AUDIO<br />
lighting<br />
live<br />
SIGNAL<br />
flow<br />
SOUNDquality<br />
optimization<br />
EVENT<br />
PRODUCTIONS<br />
RECORDING<br />
MIXING<br />
AUDIO<br />
visual<br />
SYSTEMS<br />
ANALY SIS<br />
SYSTEMS<br />
simulated<br />
LIVE-PRODUCTION<br />
ENVIRONMENTS<br />
live<br />
MEDIA<br />
concert<br />
VISUALS<br />
environment<br />
SPECIFICATION<br />
show<br />
PRODUCTION<br />
SYSTEMS<br />
p<br />
home<br />
THEATE<br />
SET-U<br />
238 239<br />
live<br />
EVEN<br />
PRODUCTIO
N<br />
TS<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
monitor<br />
LIVE EVENT<br />
PRODUCTION<br />
ENGINEERING<br />
LIVEHD<br />
VIDEO<br />
production<br />
AUDIO & LIGHTING<br />
SYSTEMS DESIGN<br />
visualization<br />
ACOUSTIC<br />
PROGRAMS<br />
MEASUREMENT/<br />
PRODUCTION ARTS<br />
PRODUCTION ARTS<br />
MASTER LABS<br />
MASTER LABS<br />
LIVE EVENT<br />
PRODUCTION<br />
LIVE<br />
production<br />
AUDIO VIDEO<br />
lighting<br />
AUDIO & LIGHTING<br />
SYSTEMS DESIGN<br />
SIGNAL<br />
flow<br />
AUDIO<br />
RECORDING<br />
MIXING<br />
lighting<br />
AUDIO<br />
SHOW PRO & TOUR<br />
visual SIGNAL<br />
SYSTEMS<br />
flow<br />
flow<br />
audio<br />
ANALY SIS<br />
SOUNDquality<br />
SYSTEMS<br />
SOUNDquality<br />
optimization<br />
optimization<br />
simulated<br />
LIVE-PRODUCTION<br />
ENVIRONMENTS<br />
live<br />
MEDIA<br />
concert<br />
ACOUSTIC<br />
VISUALS<br />
MEASUREMENT/<br />
PRODUCTION ARTS<br />
SOUNDquality MASTER LABS<br />
optimization Audio & Lighting Systems<br />
environment<br />
Running a live event is more than just working the<br />
boards; it’s important to understand the concepts<br />
that can really drive a production and enhance the<br />
live experience. To that end, you’ll study signal flow<br />
and learn all about the construction show<br />
and interface<br />
<strong>of</strong> show production systems, from PRODUCTION<br />
their use and<br />
capabilities in a live forum all the SYSTEMS<br />
way down to the<br />
wiring and how these machines operate. You’ll also<br />
learn in-ear monitor system set-up and hone your<br />
AUDIO<br />
simulated simulated<br />
LIVE-PRODUCTION<br />
home<br />
THEATER<br />
live<br />
ENVIRONMENTS<br />
SET-UP<br />
EVENT environment<br />
SPECIFICATION<br />
SPECIFICATION visualization visualization<br />
PRODUCTIONS<br />
lighting<br />
monitor<br />
SIGNAL<br />
flow<br />
SOUNDquality<br />
optimization<br />
live live<br />
MEDIA MEDIA<br />
concert concert<br />
VISUALS VISUALS<br />
show show<br />
PRODUCTION<br />
ENGINEERING<br />
SYSTEMS PRODUCTION<br />
SYSTEMS<br />
LIVEHD<br />
VIDEO<br />
production<br />
monitor monitor<br />
audio<br />
ANALY SIS<br />
PROGRAMS<br />
SYSTEMS<br />
live engineering skills by mixing live multitrack<br />
recordings. In addition to audio, you’ll also<br />
show<br />
immerse<br />
yourself in the realm <strong>of</strong> lighting, learning color<br />
theory, photometrics, conventional fi xtures, dimmers,<br />
and other equipment LIVE that you’ll encounter when PRODUCTION<br />
illuminating the production<br />
stage. You’ll later be asked to apply<br />
these concepts to programming and designing your<br />
VIDEO<br />
SYSTEMS<br />
own lighting systems using both stationary and<br />
moving light fi xtures.<br />
SPECIFICATION visualization<br />
ENGINEERING<br />
ENGINEERING<br />
LIVE LIVE HD HD<br />
VIDEO VIDEO<br />
production<br />
simulated<br />
LIVE-PRODUCTION<br />
ENVIRONMENTS<br />
PROGRAMS<br />
PROGRAMS<br />
RECORDING LIVE<br />
MIXING production LIVE<br />
live production VIDEO LIVEHD<br />
MEDIA<br />
VIDEO<br />
VIDEO<br />
concert<br />
AUDIO production home<br />
VISUALS<br />
visual<br />
SYSTEMS<br />
environment<br />
RECORDING<br />
RECORDING<br />
MIXING MIXING<br />
AUDIO AUDIO<br />
THEATER<br />
SET-UP<br />
SPECIFICATION visualization<br />
visual visual<br />
SYSTEMS SYSTEMS<br />
audio audio<br />
ANALY SIS<br />
ANALY SIS<br />
SYSTEMS<br />
SYSTEMS<br />
monitor<br />
ENGINEERING<br />
home home<br />
THEATER THEATER<br />
SET-UP SET-UP<br />
FULL SAIL UNIVERSITY SHOW PRODUCTION | Bachelor Bachelor <strong>of</strong> Science Science Degree Program<br />
live<br />
PROGRAMS<br />
EVENT<br />
Audio Visual Technologies<br />
PRODUCTIONS<br />
You’ll encounter all types <strong>of</strong> venues in the live<br />
production industry, from sports arenas and stadiums<br />
to smaller and less-conventional environments like<br />
courtrooms LIVE and classrooms. However big or small,<br />
each <strong>of</strong> these facilities production<br />
relies on installers to ensure<br />
that the audio and video components are optimized<br />
for the acoustic and visual VIDEO<br />
dynamics <strong>of</strong> the structure.<br />
In this area <strong>of</strong> the Show Production program,<br />
you’ll learn about the pr<strong>of</strong>essional installation <strong>of</strong><br />
live<br />
EVENT EVENT<br />
RECORDING<br />
PRODUCTIONS<br />
PRODUCTIONS<br />
MIXING<br />
AUDIO<br />
visual<br />
SYSTEMS<br />
audio<br />
ANALY SIS<br />
SYSTEMS<br />
live<br />
multimedia systems in a variety <strong>of</strong> settings. We’ll take<br />
you through layouts, wiring, equipment, and control<br />
programming <strong>of</strong> various installation systems, giving<br />
you comprehensive knowledge <strong>of</strong> career options in<br />
this rapidly expanding industry. Whether it’s a home<br />
theater or a performing arts theater, you’ll know how<br />
to assess a room, design the proper specifi cations to<br />
match the location, and set up the system to meet the<br />
needs <strong>of</strong> its audience.<br />
home<br />
THEATER<br />
SET-UP<br />
live<br />
EVENT<br />
PRODUCTIONS<br />
240 241
ng<br />
SIGNAL<br />
ENGINEERING<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
ACOUSTIC<br />
MEASUREMENT/<br />
PRODUCTION ARTS<br />
MASTER LABS<br />
flow<br />
SOUNDquality<br />
optimization<br />
simulated<br />
LIVE-PRODUCTION<br />
ENVIRONMENTS<br />
NAL show<br />
UCTION<br />
NMENTS<br />
uality<br />
tion<br />
A<br />
rt<br />
S<br />
monitor<br />
LIVE<br />
production<br />
VIDEO<br />
visualization<br />
PROGRAMS<br />
monitor<br />
PRODUCTION ENGINEERING<br />
SYSTEMS<br />
environment<br />
LIVE<br />
RECORDING<br />
MIXING<br />
show<br />
PRODUCTION<br />
SOUNDquality<br />
optimization SYSTEMS<br />
AUDIO<br />
environment<br />
home<br />
SPECIFICATION THEATER visualization<br />
visual<br />
SYSTEMS<br />
audio<br />
ANALY SIS<br />
monitor<br />
SYSTEMS<br />
ENGINEERING<br />
Concert Media RECORDING<br />
Design<br />
LIVE<br />
Concert tours allow artists to add a powerful visual<br />
element production MIXING<br />
to their music, and the latest technologies<br />
in lighting, video displays, and stage effects <strong>of</strong>fer<br />
expansive possibilities VIDEO for heightening the impact <strong>of</strong><br />
a live performance. The Show Production program<br />
features courses that take you from introductory to<br />
advanced concepts in concert media design, where<br />
you’ll learn to blend standard live audio and visual<br />
production theory AUDIO<br />
with new approaches in concept<br />
development, stage design, and execution – including<br />
PROGRAMS<br />
integrated media server technology visual and LED display<br />
systems. Finally, you’ll pull all <strong>of</strong> these techniques<br />
together to produce your own SYSTEMS<br />
live music event,<br />
where you’ll design, manage, and engineer a fullscale<br />
multimedia concert in <strong>Full</strong> <strong>Sail</strong> Live, our state<strong>of</strong>-the-art<br />
performance hall.<br />
SPECIFICATION HD visualization<br />
VIDEO<br />
production<br />
ent<br />
TION visualization<br />
PROGRAMS<br />
live<br />
audio<br />
ANALY SIS<br />
SYSTEMS<br />
LIVE<br />
AUDIO<br />
environment production<br />
visual<br />
SPECIFICATION visualization<br />
SET-UP<br />
EVENT<br />
VIDEO<br />
show<br />
PRODUCTION<br />
PROGRAMS<br />
SYSTEMS<br />
RECORDING<br />
PRODUCTIONS<br />
MIXING<br />
AUDIO<br />
visual<br />
SYSTEMS<br />
audio<br />
ANALY SIS<br />
SYSTEMS<br />
home<br />
THEATER<br />
live<br />
SET-UP<br />
EVENT<br />
PRODUCTIONS<br />
SYSTEMS<br />
audio<br />
ANALY SIS<br />
SYSTEMS<br />
home<br />
THEATER<br />
SET-UP<br />
live<br />
PROGRAMS<br />
LIVE<br />
production<br />
VIDEO<br />
EVENT<br />
PRODUCTIONS<br />
home<br />
THEATER audio<br />
ANALY SET-UP SIS<br />
SYSTEMS<br />
live<br />
EVENT<br />
PRODUCTIONS<br />
242 243<br />
FULL SAIL UNIVERSITY SHOW PRODUCTION | Bachelor Bachelor <strong>of</strong> Science Science Degree Program
244<br />
Overview<br />
Our Show Production curriculum provides you with<br />
practical and technical skills to prepare for a career<br />
in the live event fi eld <strong>of</strong> your choice – whether it’s the<br />
concert and touring market, corporate productions,<br />
conventions, audio/visual installations, or other<br />
disciplines. You’ll become immersed in the world<br />
<strong>of</strong> contemporary audio, lighting, and concert media<br />
design, learning the theories and principles behind<br />
these components, and getting extensive and<br />
immersive experience with a wide assortment <strong>of</strong><br />
gear used by pr<strong>of</strong>essionals in the industry.<br />
Once you’ve gotten a grasp <strong>of</strong> production concepts in<br />
a classroom setting, you’ll be able to put your skills<br />
to the test in real world scenarios by collaborating<br />
with a live band to design, produce, and manage a<br />
full-scale show. You’ll know how to ensure that things<br />
run smoothly, and how to maintain order when both<br />
technical and creative issues arise.<br />
In addition to show production-specifi c skills,<br />
you’ll also have courses focusing on studio recording,<br />
communication, pr<strong>of</strong>essional presentation,<br />
entertainment business and law, and how to prepare<br />
yourself for that fi rst step into live event production.<br />
To help you make that transition, we’ve also got a team<br />
<strong>of</strong> Career Development pr<strong>of</strong>essionals that can help<br />
you polish your interviewing skills and résumé and get<br />
you ready to enter the industry. In addition, our Career<br />
Development services and advisors will be available<br />
for support and assistance throughout your career –<br />
not just during your education.<br />
Objective<br />
Our goal is to provide you with the focused knowledge<br />
and understanding <strong>of</strong> live event production needed<br />
to qualify for entry-level, industry positions in sound<br />
reinforcement, lighting, live video and multimedia,<br />
computerized lighting, concert touring, and<br />
measurement system analysis. Additional skills you<br />
acquire in live event production will broaden your<br />
opportunities in related media fi elds.<br />
In addition to technical pr<strong>of</strong>i ciency and creative<br />
development, your education will help you develop<br />
critical thinking, problem solving, and analytical skills<br />
that contribute to life learning, providing you with tools<br />
to help sustain a long and productive pr<strong>of</strong>essional<br />
career in the entertainment and media industry.<br />
SHOW PRODUCTION<br />
OVERVIEW & OBJECTIVE<br />
FULL SAIL UNIVERSITY SHOW PRODUCTION | Bachelor <strong>of</strong> Science Degree Program<br />
Bachelor <strong>of</strong> Science Degree Program 245
Show Production<br />
Bachelor <strong>of</strong> Science Degree Program<br />
PROGRAM CORE<br />
Code Course Credit Hours<br />
SHP 4935 Advanced Concert Media Design 2.13<br />
SHP 4123 Advanced Show Production Systems 4.80<br />
SHP 4783 Advanced Video Production 4.80<br />
SHP 3213 Audio and Visual Technologies 4.80<br />
REC 1801 Audio File Management and Documentation* 2.93<br />
SHP 4563 Audio Measurement Systems 4.80<br />
REC 2803 Audio Postproduction 4.80<br />
REC 2413 Audio Workstations 4.27<br />
REC 2141 Audiotronics 3.20<br />
MUT 1023 Music Theory 2.93<br />
REC 2131 Principles and Applications <strong>of</strong> Electricity 2.67<br />
MUM 1608 Recording Consoles 4.27<br />
REC 2901 Session Recording 4.80<br />
SHP 3633 Show Light Engineering 4.80<br />
SHP 3423 Show Production Systems 4.80<br />
Totals: 104.00<br />
Course Descriptions<br />
Program Core<br />
SHP 4935<br />
Advanced Concert<br />
Media Design<br />
The Advanced Concert Media Design<br />
Course is the culmination <strong>of</strong> all elements <strong>of</strong><br />
concert audio, lighting, media server, and video<br />
technologies. As a final project course to the<br />
degree program, students produce their Final<br />
Concert Series. During this course, participants<br />
design, manage, and engineer all elements <strong>of</strong> the<br />
show. Members <strong>of</strong> the crew function in various<br />
production positions, including show marketing,<br />
production management, stage management,<br />
visual media, audio, video, and lighting<br />
technicians and engineers. A team <strong>of</strong> students is<br />
responsible for the final audio and visual product.<br />
SHP 4783<br />
Advanced Video Production<br />
The Advanced Video Production Course<br />
employs technologies used to produce highdefinition<br />
live concert video productions.<br />
Students hone their skills utilizing broadcastquality<br />
HD production equipment. The course<br />
addresses lighting for video, advanced camera<br />
operation, directing, and advanced switching<br />
concepts. Students focus on proper lighting<br />
procedure, shot composition, and switching<br />
techniques to prepare them to direct and<br />
produce their future final concert series labs.<br />
Course Outline<br />
REC 1801<br />
Audio File<br />
Management and<br />
Documentation*<br />
The Audio File Management and<br />
Documentation Course provides the<br />
students with a comprehensive understanding<br />
<strong>of</strong> all <strong>of</strong> the different audio file formats and<br />
the proper management and documentation<br />
<strong>of</strong> these files. Additional topics that will be<br />
addressed in this course will be pr<strong>of</strong>essional<br />
management standards for audio files and file<br />
documentation standards for various audio<br />
production applications. Overall goals <strong>of</strong><br />
the curriculum are to develop the student’s<br />
pr<strong>of</strong>essional demeanor through careful<br />
examination <strong>of</strong> industry standards, workflow,<br />
protocol, etiquette, and vocabulary.<br />
REC 2803<br />
Audio Postproduction<br />
The Audio Postproduction Course<br />
provides the student with an overview <strong>of</strong> the<br />
creation and recording <strong>of</strong> production sound and<br />
audio postproduction sound design for feature<br />
films and television. Subjects include the<br />
history <strong>of</strong> the audio postproduction process,<br />
the recording <strong>of</strong> production sound, timecode<br />
and synchronization, the feature film audio<br />
postproduction process, and the television<br />
audio postproduction process.<br />
SHP 4725<br />
REC 2513<br />
REC 1751<br />
REC 2223<br />
SHP 4343<br />
REC 2623<br />
REC 1111<br />
Concert Media Design<br />
Critical Listening<br />
Digital Audio and Theory<br />
Digital Consoles<br />
Installation Technologies<br />
Interactive Audio<br />
Introduction to Media Arts<br />
2.13<br />
2.67<br />
3.20<br />
4.27<br />
3.20<br />
3.73<br />
4.27<br />
GENERAL EDUCATION<br />
Code Course<br />
ART 2007 Art History*<br />
CLP 1006 Behavioral Science<br />
Credit Hours<br />
4.00<br />
MUB 2011 Introduction to Music Business<br />
SHP 2031 Introduction to Show Production Systems<br />
TPA 3011 Lighting Concepts and Design<br />
REC 1630 Microphones and Theory<br />
REC 1731 MIDI<br />
MUH 2051 Music History I*<br />
Chronological Schedule by Months<br />
2.13<br />
4.27<br />
3.73<br />
3.20<br />
4.27<br />
2.13<br />
TOTAL CREDIT HOURS: 136<br />
TOTAL WEEKS: 84<br />
† MGF 1213 College Mathematics<br />
4.00<br />
† CGS 1000 Computer Science and Internet *<br />
4.00<br />
† ENC 1101 English Composition I*<br />
4.00<br />
† 4.00<br />
PHY 1000 Fundamentals <strong>of</strong> Physics † 4.00<br />
ENC 326 Pr<strong>of</strong>essional Writing* 4.00<br />
SPC 1606 Public Speaking † Course Outline<br />
Preproduction<br />
Media Server Content Development<br />
Lighting & Media Programming<br />
System Interface Labs<br />
Lighting for Live Concert Video Production<br />
Advanced Camera Techniques<br />
Advanced Video Switching<br />
Production Procedures<br />
Live Production Labs<br />
Total credit hours 4.80<br />
Course Outline<br />
Overview Audio File Formats<br />
Understanding Audio File<br />
Format Management<br />
History <strong>of</strong> Audio Postproduction<br />
Recording Production Audio for<br />
Film and Video<br />
Timecode and Synchronization<br />
Feature Film Audio<br />
Postproduction Process<br />
Television Audio Postproduction Process<br />
1 2<br />
INTRODUCTION TO<br />
COMPUTER SCIENCE<br />
MEDIA ARTS<br />
& INTERNET<br />
BEHAVIORAL<br />
COLLEGE<br />
SCIENCE<br />
MATHEMATICS<br />
8 9<br />
3<br />
MUSIC<br />
THEORY<br />
FUNDAMENTALS<br />
OF PHYSICS<br />
10<br />
4<br />
RECORDING<br />
CONSOLES<br />
MICROPHONES<br />
& THEORY<br />
11<br />
4.00<br />
Totals: 32.00<br />
* These specific courses are <strong>of</strong>fered online. Please see course description for details.<br />
† These specific courses use the Florida Statewide Course Numbering System (SCNS).<br />
5 6 7<br />
INTRODUCTION TO SHOW<br />
MIDI<br />
AUDIOTRONICS<br />
PRODUCTION SYSTEMS<br />
PRINCIPLES &<br />
DIGITAL AUDIO AUDIO FILE MANAGEMENT<br />
APPLICATIONS<br />
& THEORY<br />
& DOCUMENTATION<br />
OF ELECTRICITY<br />
12 13 14<br />
Final Production Labs<br />
Total credit hours 2.13<br />
Course length 4 weeks<br />
SHP 4123<br />
Advanced Show<br />
Production Systems<br />
Sound reinforcement concepts and technical<br />
skills related to live event production are finetuned<br />
in the Advanced Show Production<br />
Systems Course. This course also seeks<br />
to broaden the students’ perception <strong>of</strong> career<br />
opportunities by training the students in<br />
audio system design, system gain structure,<br />
networking, and installation. Students learn<br />
in-ear monitor system setup and mixing<br />
techniques and develop listening skills for<br />
engineering. Students then apply these skills in<br />
labs by mixing live multitrack recordings made by<br />
previous show production program students. Live<br />
performance labs where students interact with<br />
performers are scheduled throughout the course.<br />
Course Outline<br />
Course length 4 weeks<br />
SHP 3213<br />
Audio and Visual<br />
Technologies<br />
Students are introduced to the rapidly growing<br />
field <strong>of</strong> Audio and Visual Technologies<br />
for the live production field. This course is<br />
dedicated to building confidence in the area<br />
<strong>of</strong> multimedia conference meetings and<br />
corporate presentation skills. The course<br />
will familiarize students with basic audio,<br />
lighting, and video technology used by today’s<br />
A/V event technician. <strong>Areas</strong> <strong>of</strong> study include<br />
breakout room set-ups, video display systems,<br />
intercom communications, and video switching<br />
procedures. Students apply these skills in<br />
lab while setting up a simulated corporate<br />
multimedia event.<br />
Course Outline<br />
Corporate Event Audio Signal Flow<br />
Video Display Presentation Technology<br />
Lighting Fixtures and Control Systems<br />
Audio Session Documentation<br />
Development <strong>of</strong> Audio File<br />
Problem-solving Skills<br />
Pr<strong>of</strong>essional Etiquette and Protocol<br />
Total credit hours 2.93<br />
Course length 4 weeks<br />
SHP 4563<br />
Audio Measurement<br />
Systems<br />
This course provides students with training in<br />
the analysis <strong>of</strong> room acoustics. Visualization<br />
programs for real-time audio analysis are<br />
studied. Sound system tuning, diagnostics<br />
interface programs, and computer-aided<br />
analysis systems are all featured elements<br />
<strong>of</strong> the Audio Measurement Systems<br />
Course. During the Show Production program,<br />
students will use s<strong>of</strong>tware and hardware<br />
for real-time sound system measurement,<br />
optimization, and control to analyze audio in<br />
real-time to assist in maximizing the quality <strong>of</strong><br />
sound in different engineering environments.<br />
Total credit hours 4.80<br />
Course length 4 weeks<br />
REC 2413<br />
Audio Workstations<br />
The Audio Workstations Course explores<br />
the digital audio workstation environment<br />
through an extensive study <strong>of</strong> digital audio<br />
concepts and practices. Students receive<br />
detailed instruction and hands-on practical<br />
experience with cutting-edge, computerbased<br />
recording systems typically found in the<br />
recording and show production industries.<br />
Course Outline<br />
Workstation Hardware and S<strong>of</strong>tware<br />
Workstation Techniques and Procedures<br />
File Management for Audio Workstations<br />
Total credit hours 4.27<br />
Course length 4 weeks<br />
DIGITAL<br />
CONSOLES<br />
ENGLISH<br />
COMPOSITION I<br />
15<br />
AUDIO<br />
WORKSTATIONS<br />
CRITICAL<br />
LISTENING<br />
16<br />
INTERACTIVE<br />
AUDIO<br />
PUBLIC<br />
SPEAKING<br />
17<br />
AUDIO<br />
POSTPRODUCTION<br />
MUSIC<br />
HISTORY I<br />
18<br />
SESSION<br />
RECORDING<br />
INTRODUCTION TO<br />
MUSIC BUSINESS<br />
19<br />
LIGHTING<br />
CONCEPTS & DESIGN<br />
PROFESSIONAL<br />
WRITING<br />
20<br />
AUDIO & VISUAL<br />
TECHNOLOGIES<br />
21<br />
Live Production<br />
System Design<br />
Front <strong>of</strong> House Engineering<br />
Monitor Engineering<br />
Advanced Technical Systems<br />
Communication Systems<br />
Video Switching and Set-up Labs<br />
Total credit hours<br />
Course length<br />
4.80<br />
4 weeks<br />
Course Outline<br />
Acoustic Measurement Systems<br />
Audio Design Interconnections<br />
Audio System Tuning<br />
Data Analysis<br />
SHOW<br />
PRODUCTION<br />
SYSTEMS<br />
SHOW LIGHT<br />
ENGINEERING<br />
ADVANCED<br />
SHOW<br />
PRODUCTION<br />
SYSTEMS<br />
INSTALLATION<br />
TECHNOLOGIES<br />
ART HISTORY<br />
AUDIO<br />
MEASUREMENT<br />
SYSTEMS<br />
ADVANCED VIDEO<br />
PRODUCTION<br />
CONCERT<br />
MEDIA DESIGN<br />
ADVANCED<br />
CONCERT<br />
MEDIA DESIGN<br />
Total credit hours 4.80<br />
Course length 4 weeks<br />
* This course is only <strong>of</strong>fered online. It is conducted over the <strong>Full</strong> <strong>Sail</strong> Online Learning Environment – a web-based platform<br />
which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the<br />
Internet. Completion <strong>of</strong> the course is based on participation and successful completion <strong>of</strong> assignments.<br />
Total credit hours<br />
Course length<br />
4.80<br />
4 weeks<br />
FULL SAIL UNIVERSITY SHOW PRODUCTION | Bachelor Bachelor <strong>of</strong> Science Science Degree Program<br />
246 247<br />
Course Outline
Course Descriptions<br />
Program Core<br />
REC 2141<br />
Audiotronics<br />
The Audiotronics Course provides an<br />
understanding <strong>of</strong> the proper maintenance<br />
and utilization <strong>of</strong> equipment found in music<br />
production studios and live event production<br />
venues. It begins with fundamental electronics<br />
and teaches the use <strong>of</strong> electronic test equipment,<br />
soldering skills, and cable maintenance. Students<br />
also explore maintenance and troubleshooting <strong>of</strong><br />
electronic circuits and media systems. Emphasis<br />
is placed on the application <strong>of</strong> course information<br />
through individual lab projects and classroom<br />
demonstrations. Students are challenged to<br />
solve a variety <strong>of</strong> real-world technical problems<br />
that <strong>of</strong>ten arise in the audio industry.<br />
REC 2513<br />
Critical Listening<br />
The Critical Listening Course focuses on<br />
developing critical listening skills through an<br />
engineering perspective that uses recorded<br />
music from studio sessions, live concert material,<br />
and audio postproduction mixes as the subject <strong>of</strong><br />
analysis. Course topics include psychoacoustics<br />
<strong>of</strong> various audio environments, critical<br />
listening and the identification <strong>of</strong> engineering<br />
techniques such as balance, panning, EQ, reverb,<br />
compression, delay, and time-based effects, and<br />
instrument identification. Students also hone<br />
their critical listening skills by examining stylistic<br />
comparisons <strong>of</strong> engineering and mix techniques<br />
from several accomplished producers, studio<br />
engineers, and live engineers.<br />
REC 2223<br />
Digital Consoles<br />
The Digital Consoles Course introduces the<br />
theory and operation <strong>of</strong> digital audio consoles in<br />
the music production and live event production<br />
environments. Students in this course explore<br />
the audio signal flow <strong>of</strong> digital consoles as well<br />
as the computer automation and recall systems<br />
they employ. Additional course topics include<br />
signal routing and processing, digital console<br />
design, audio signal paths, digital plug-ins, audio<br />
file management, live audio digital consoles,<br />
music production digital consoles, and digital<br />
console automation and recall.<br />
REC 2623<br />
Interactive Audio<br />
The Interactive Audio Course introduces<br />
students to the importance <strong>of</strong> high-quality<br />
audio for all applications <strong>of</strong> interactive media.<br />
Students delve into specific examples <strong>of</strong> audio<br />
and how they apply to the final product. The<br />
course provides a survey <strong>of</strong> audio, computer,<br />
and synthesis fundamentals as applied to<br />
streaming audio, video games, and other<br />
interactive content.<br />
MUB 2011<br />
Introduction to<br />
Music Business<br />
The Introduction to Music Business<br />
Course takes the student through the overall<br />
business structures <strong>of</strong> various types <strong>of</strong> music<br />
businesses. The music industry is comprised<br />
<strong>of</strong> various players, companies, unions, notfor-pr<strong>of</strong>it<br />
associations, and other bodies that<br />
influence the music production and live event<br />
industries. It is important for any individual to<br />
understand all <strong>of</strong> the different components that<br />
impact this industry. Course topics will address<br />
the following positions within the studio and<br />
live event industries: record producer, music<br />
publisher, booking agent, promoter, and tour<br />
manager. Additional topics that will be covered<br />
include copyright collectives, performance<br />
rights organizations, music business deal<br />
structures, music distribution, and the tour<br />
industry model.<br />
TPA 3011<br />
Lighting Concepts<br />
and Design<br />
The Lighting Concepts and Design<br />
Course is dedicated to conventional lighting<br />
system concepts and designed to introduce<br />
students to color theory, photometrics, truss<br />
systems, conventional fixtures, dimmers, and<br />
terminology. Emphasis is placed on defining live<br />
lighting components and system interface.<br />
REC 1731<br />
MIDI<br />
Musical Instrument Digital Interface<br />
(MIDI) is the electronic marriage <strong>of</strong> music and<br />
computer technology that revolutionized music<br />
composition, recording, and arrangement.<br />
Students are introduced to the history <strong>of</strong> the<br />
MIDI concept, its principles and theory, and<br />
MIDI production techniques as well as MIDI<br />
control, synchronization, troubleshooting,<br />
and the design <strong>of</strong> MIDI systems. Students will<br />
also survey the effect <strong>of</strong> MIDI on the modern<br />
recording studio environment and examine<br />
live audio MIDI applications. Students will<br />
learn how to interface computers with<br />
musical instruments for recording and live<br />
performance applications.<br />
MUT 1023<br />
Music Theory<br />
The Music Theory Course encompasses<br />
a thorough study <strong>of</strong> the workings <strong>of</strong> music<br />
and sound. Students will study music theory,<br />
song form, and notation as well as develop<br />
ear-training skills. The focus <strong>of</strong> the course<br />
lies in understanding the construction <strong>of</strong><br />
music and gaining the ability to communicate<br />
effectively with musicians, composers,<br />
directors, programmers, and producers in the<br />
pr<strong>of</strong>essional audio production environment.<br />
Course Outline<br />
Course Outline<br />
Fundamentals <strong>of</strong> Audio for Interactive<br />
Lighting Theory<br />
Course Outline<br />
Course Outline<br />
Media Applications<br />
Lighting Components and Terminology<br />
Music Theory and Construction<br />
Course Outline<br />
Digital Console Overview and Applications Sound Design and Postproduction for<br />
Technical Systems and Layout<br />
Song Form and Instrumentation<br />
Electronics and Test Equipment<br />
Computer Maintenance<br />
Audio Systems Maintenance<br />
and Troubleshooting<br />
Lighting Fixture and Live<br />
Production Maintenance<br />
Total credit hours 3.20<br />
Course length 4 weeks<br />
SHP 4725<br />
Concert Media Design<br />
The field <strong>of</strong> the visual artist has taken a major<br />
step into the live event industry. The Concert<br />
Media Design Course is designed to<br />
teach students visual media server concepts,<br />
integration, programming, and operation for live<br />
productions. The course covers media servers,<br />
technical systems interface, and content<br />
development. Students design and prepare<br />
content for upcoming live productions using<br />
integrated media server technology.<br />
Course Outline<br />
Advanced Editing and Mixing<br />
Data Compression and Encoding<br />
Synchronization<br />
Visual Content Development<br />
Technical Systems and Programming<br />
Display Systems<br />
Live Event Labs<br />
Case Studies<br />
Course Outline<br />
Critical Listening and Engineering Analysis<br />
Psychoacoustics <strong>of</strong> Critical<br />
Listening Environments<br />
Engineering Techniques and<br />
Critical Listening<br />
Critical Listening Techniques for<br />
Various Audio Applications<br />
Case Studies<br />
Total credit hours 2.67<br />
Course length 4 weeks<br />
REC 1751<br />
Digital Audio and Theory<br />
In the audio engineering field, it is vital that<br />
today’s student has a solid understanding <strong>of</strong><br />
digital audio and the theories associated with this<br />
technology. The Digital Audio and Theory<br />
Course examines digital audio in various audio<br />
applications, preparing students for working in<br />
the digital audio realm.<br />
Course Outline<br />
Fundamentals <strong>of</strong> Digital Audio<br />
Digital Audio Recording<br />
Digital Audio Reproduction and<br />
Error Correction<br />
Digital Audio and Media Formats<br />
Digital Signal Processing<br />
Total credit hours 3.20<br />
Course length 4 weeks<br />
Digital Consoles<br />
Automation and Recall Systems<br />
Studio Concepts and Practices<br />
Total credit hours 4.27<br />
Course length 4 weeks<br />
SHP 4343<br />
Installation Technologies<br />
The Installation Technologies Course<br />
provides students with the ability to assess,<br />
design, and execute pr<strong>of</strong>essional installation<br />
plans for a wide variety <strong>of</strong> possible settings,<br />
including corporate boardrooms, conventions,<br />
house <strong>of</strong> worship audio and video systems, and<br />
home theater setups. Students are introduced<br />
to layouts, wiring, equipment, and control<br />
programming <strong>of</strong> various installation systems to<br />
provide them comprehensive knowledge <strong>of</strong> the<br />
options within the ever-expanding installation<br />
services industry.<br />
Course Outline<br />
Installation Concepts<br />
Control Systems<br />
Components and Wiring<br />
System Production<br />
Total credit hours 3.20<br />
Course length 4 weeks<br />
Various Interactive Media<br />
Multi-channel Surround Sound Formats<br />
and Applications<br />
Digital Audio Theories and Interactive<br />
Media Issues<br />
Total credit hours 3.73<br />
Course length 4 weeks<br />
REC 1111<br />
Introduction to Media Arts<br />
The Introduction to Media Arts Course<br />
is designed to introduce students to the film,<br />
television, sound, live event, and digital media<br />
industries. The course provides fundamental<br />
terminology and the necessary understanding<br />
<strong>of</strong> the history, personnel, and production<br />
processes <strong>of</strong> the different media fields.<br />
Students will explore how sound, visuals, and<br />
writing are all essential elements <strong>of</strong> successful<br />
media production.<br />
Course Outline<br />
Creative Structure in Media<br />
Media Physics<br />
Visual Media<br />
Sound in Media and Show Production<br />
Digital Arts and Technology in Media<br />
Media History<br />
Course Specific Labs<br />
Total credit hours 4.27<br />
Course length 4 weeks<br />
Course Outline<br />
Music Business Structures<br />
Understanding <strong>of</strong> the Various Job Titles in<br />
the Studio and Live Event Industries<br />
Performance Rights and<br />
Organization Overviews<br />
Overview <strong>of</strong> Deal Structures and<br />
Distribution Agreements<br />
Case Studies<br />
Total credit hours 2.13<br />
Course length 4 weeks<br />
SHP 2031<br />
Introduction to Show<br />
Production Systems<br />
The Introduction to Show Production<br />
Systems Course is designed to introduce<br />
students to the basic concepts <strong>of</strong> live event<br />
terminology and technical systems. Console<br />
overviews and basic interfacing are introduced<br />
in preparation for future lab sessions, and<br />
additional emphasis is placed on defining live<br />
audio components and the system interface.<br />
Course Outline<br />
Industry Study<br />
Audio Components and Terminology<br />
Technical Systems Interface and Layout<br />
Setup and Engineering<br />
Total credit hours 3.73<br />
Course length 4 weeks<br />
REC 1630<br />
Microphones and Theory<br />
The Microphones and Theory Course will<br />
discuss the application, placement, and creative<br />
usage <strong>of</strong> microphones in music production<br />
environments. The course will include the<br />
evaluation <strong>of</strong> various environments both in<br />
studio and live-location production along with<br />
recommended microphone applications for each<br />
setting. Students will learn about microphone<br />
design theory, microphone polar patterns, and<br />
the recording process.<br />
Course Outline<br />
Overview <strong>of</strong> Microphones Architecture<br />
and Varieties<br />
Microphone Polar Patterns<br />
Microphones and<br />
Measurements/Specifications<br />
Creative Microphone Applications<br />
Microphone Selection and Music Genres<br />
Total credit hours 3.20<br />
Course length 4 weeks<br />
Course Outline<br />
MIDI Concepts<br />
Sequencing<br />
MIDI Hardware and S<strong>of</strong>tware<br />
Synchronization<br />
Total credit hours 4.27<br />
Course length 4 weeks<br />
MUH 2051<br />
Music History I*<br />
The American music industry has generated<br />
hits and new style combinations through<br />
every decade. The Music History I Course<br />
surveys this rich evolution from its roots<br />
through modern times, examining each<br />
musical style’s respective sociological and<br />
technological precedents. Music History I<br />
explores the unique historical and cultural<br />
conditions that serve to make American music<br />
distinctly original.<br />
Course Outline<br />
Roots <strong>of</strong> American Music: European-<br />
American Folk, and Blues/Gospel<br />
Urban and Rural Popular Forms <strong>of</strong> the Early<br />
20th Century: Jazz Age Pop, Country<br />
The Pop Music for Youth Explosion 1945<br />
to 1965<br />
Total credit hours 2.13<br />
Course length 4 weeks<br />
Music Notation<br />
Ear-Training<br />
Total credit hours 2.93<br />
Course length 4 weeks<br />
REC 2131<br />
Principles and Applications<br />
<strong>of</strong> Electricity<br />
The Principles and Applications <strong>of</strong><br />
Electricity Course is designed to teach<br />
principles and applications <strong>of</strong> electricity<br />
needed by the entertainment industry<br />
pr<strong>of</strong>essional. With an emphasis placed on<br />
safety procedures, students gain knowledge<br />
<strong>of</strong> electrical systems as they apply to studio<br />
and live event production. <strong>Areas</strong> <strong>of</strong> study<br />
include: DC theory, Ohm’s Law, introduction<br />
to AC, single-phase and three-phase power,<br />
motor systems, electrical test equipment and<br />
measurement, live event power distribution<br />
systems, wire and cabling types for<br />
power systems, portable generator power<br />
applications, and grounding schemes. Students<br />
will design, build, and test a basic electrical<br />
distribution system. This course also provides<br />
the fundamental concepts required to better<br />
understand the electronic circuits found within<br />
audio, video, and lighting equipment.<br />
Course Outline<br />
Electrical Theory<br />
Study <strong>of</strong> Ohm’s Law:<br />
Resistance/Voltage/Current<br />
Introduction to AC Electrical Systems<br />
Motor Control<br />
Small System Setup and Engineering<br />
Electrical Distribution Project<br />
Total credit hours 2.13<br />
Course length 4 weeks<br />
Total credit hours<br />
Course length<br />
4.27<br />
4 weeks<br />
Total credit hours<br />
Course length<br />
2.67<br />
4 weeks<br />
* This course is only <strong>of</strong>fered online. It is conducted over the <strong>Full</strong> <strong>Sail</strong> Online Learning Environment – a web-based platform<br />
which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the<br />
Internet. Completion <strong>of</strong> the course is based on participation and successful completion <strong>of</strong> assignments.<br />
248 FULL SAIL UNIVERSITY<br />
SHOW PRODUCTION | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 249
Course Descriptions<br />
Program Core<br />
MUM 1608<br />
Recording Consoles<br />
The Recording Consoles Course explores<br />
the fundamental concepts <strong>of</strong> audio theory and<br />
practice. Students will learn recording console<br />
signal flow, multitrack recorder operation,<br />
signal processing, microphone technology,<br />
and pr<strong>of</strong>essional audio techniques as the basic<br />
building blocks <strong>of</strong> their audio education.<br />
Course Outline<br />
Studio Signal Flow<br />
Multitrack recording<br />
Audio Hardware and Processing<br />
Audio Theory and Techniques<br />
Total credit hours 4.27<br />
Course length 4 weeks<br />
REC 2901<br />
Session Recording<br />
The Session Recording Course provides<br />
overall experience in the theory, philosophy, and<br />
practice <strong>of</strong> contemporary music production in a<br />
world-class studio facility. The course introduces<br />
the theory and operation <strong>of</strong> large-format audio<br />
consoles. Emphasis will be placed on how to<br />
conduct a music session and how to work with<br />
a band in a studio setting. Additional topics<br />
<strong>of</strong> study will be studio signal flow, recording<br />
techniques, and synchronization. Students utilize<br />
cutting-edge audio recording technology for<br />
advanced study in order to gain expertise in the<br />
art and science <strong>of</strong> music production.<br />
Course Outline<br />
Studio Signal Flow<br />
Recording Practices and Procedures<br />
Recording Techniques<br />
Recording Projects<br />
Total credit hours 4.80<br />
Course length 4 weeks<br />
SHP 3633<br />
Show Light Engineering<br />
In the Show Light Engineering Course,<br />
students are immersed in the virtual world<br />
<strong>of</strong> lighting design and programming. The<br />
course focuses on meeting the needs <strong>of</strong><br />
current industry trends with an emphasis on<br />
programming, design layouts, and control <strong>of</strong><br />
automated lighting systems. Multiple lighting<br />
systems, ranging from stationary lighting to<br />
moving fixtures, are covered in lectures and<br />
labs. Students learn to operate programmable<br />
fixtures and design lighting cues while working<br />
at consoles and computer programming<br />
workstations. The cues may be loaded and<br />
used during future live labs.<br />
Course Outline<br />
Fixtures and Control<br />
Design and Programming<br />
Troubleshooting and Maintenance<br />
Total credit hours 4.80<br />
Course length 4 weeks<br />
SHP 3423<br />
Show Production Systems<br />
The Show Production Systems Course<br />
covers intermediate technical concepts as<br />
well as the skills required <strong>of</strong> today’s live event<br />
production teams. Classroom overviews <strong>of</strong><br />
the equipment and <strong>of</strong> the signal flow within<br />
systems prepare the student for future labs<br />
and productions. Curriculum content will focus<br />
on the construction and interface <strong>of</strong> show<br />
production systems, which will reveal the<br />
wiring and internal parts found inside each<br />
major system component. This curriculum will<br />
serve as a foundational element that will assist<br />
students in future courses.<br />
Course Outline<br />
Console Overview and Signal Flow<br />
Design Concepts<br />
Technical Systems<br />
Production and Engineering<br />
Total credit hours 4.80<br />
Course length 4 weeks<br />
General Education<br />
ART 2007<br />
Art History*<br />
The Art History Course introduces students<br />
to selected, impactful monuments <strong>of</strong> art and<br />
architecture in the Western tradition from the<br />
prehistoric to post-modernism era studied in<br />
relation to the intellectual background <strong>of</strong> the<br />
ages and civilizations that produced them.<br />
Lectures accompanied by various visual mediums<br />
inspire discussions <strong>of</strong> assigned readings in<br />
philosophical, religious, scientific, political,<br />
literary, artistic, and cultural contexts.<br />
Course Outline<br />
Art History<br />
Medieval and Renaissance Art<br />
Modern Art<br />
Post-modern Art<br />
Audience Awareness<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CLP 1006<br />
Behavioral Science †<br />
The Behavioral Science Course introduces<br />
students to the psychology <strong>of</strong> self-evaluation,<br />
self-motivation, self-awareness, and selffocus.<br />
This course provides an overview on<br />
current and historical theory as it pertains to<br />
the above-mentioned areas. Students are also<br />
introduced to techniques <strong>of</strong> time management,<br />
organization, active listening, and creating<br />
effective presentations.<br />
Course Outline<br />
Self-Awareness<br />
Self-Regulation<br />
Motivation<br />
Empathy<br />
Social Skills<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
MGF 1213<br />
College Mathematics †<br />
The College Mathematics Course is<br />
designed to enable students to build skills<br />
and confidence in algebra that are required to<br />
succeed in future math and core courses. Firsttime<br />
algebra students or those needing a review<br />
will begin with basic concepts and build upon<br />
these ideas by completing work that uses algebra<br />
in practical situations.<br />
Course Outline<br />
Review <strong>of</strong> Basic Arithmetic<br />
Operations with the Real Number System<br />
Measurement and Number Systems<br />
Exponents & Radical Expressions<br />
Linear Equations & Inequalities<br />
Graphing<br />
Proportions, Formulas, and Word Problems<br />
Introductory Statistics and Probability<br />
Business Applications and<br />
Mathematical Models<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGS 1000<br />
Computer Science<br />
and Internet* †<br />
The Computer Science and Internet<br />
Course introduces students to the basics <strong>of</strong><br />
computer operating systems and s<strong>of</strong>tware, web<br />
2.0 tools, and multimedia applications as they<br />
relate to everyday experiences <strong>of</strong> the computer<br />
user. Students will initiate online collaboration<br />
as well as utilize the tools to successfully<br />
navigate common issues associated with<br />
online collaboration. Additionally, students<br />
will evaluate and demonstrate knowledge<br />
<strong>of</strong> specific s<strong>of</strong>tware applications and<br />
technologies used in today’s society.<br />
Course Outline<br />
Multimedia Presentations<br />
Operating Systems and Technologies<br />
Web 2.0 Tools<br />
Student Audio/Video Projects<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENC 1101<br />
English Composition I* †<br />
The English Composition I Course is<br />
designed to introduce students to the writing<br />
process. Special attention is given to selecting<br />
and refining topics, identifying the audience,<br />
developing a purpose, and formulating thesis<br />
statements. Grammatical conventions and their<br />
applications are heavily stressed. Students in<br />
this course learn to compose mature, logical<br />
sentences, and paragraphs in order to create<br />
rhetorical cohesion.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
250 FULL SAIL UNIVERSITY<br />
SHOW PRODUCTION | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 251<br />
Course Outline<br />
Invention and Drafting<br />
Revising and Editing<br />
Grammar<br />
Essay Structure<br />
Audience Awareness<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
PHY 1000<br />
Fundamentals <strong>of</strong> Physics †<br />
The Fundamentals <strong>of</strong> Physics Course<br />
teaches students how to understand the world<br />
through physics. Real-world phenomena such<br />
as light, mechanics, motion, collisions, and<br />
magnetism are introduced. Emphasis is placed<br />
on how problems, in describing nature, are<br />
approached in terms <strong>of</strong> physical theories and<br />
mathematical formulae.<br />
Course Outline<br />
Kinematics<br />
Motion<br />
Energy and Mechanics<br />
Electricity and Magnetism<br />
Electromagnetic Spectrum<br />
Survey <strong>of</strong> Light<br />
Physical Theories and Formulae<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENC 326<br />
Pr<strong>of</strong>essional Writing*<br />
The Pr<strong>of</strong>essional Writing Course is designed<br />
to further develop the rational/logical functions<br />
<strong>of</strong> the brain while cultivating intellectual prowess<br />
to master multiple genres <strong>of</strong> writing. Students<br />
identify and practice different writing styles<br />
while exploring the purposes <strong>of</strong> writing vital to<br />
their success as pr<strong>of</strong>essionals.<br />
Course Outline<br />
Multi-Disciplinary Writing<br />
Strategies for Drafting, Revising, and<br />
Pro<strong>of</strong>reading Pr<strong>of</strong>essional Documents<br />
Manuscripts and Adaptations<br />
Reports and Proposal Writing<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
SPC 1606<br />
Public Speaking †<br />
The Public Speaking Course is designed<br />
to train students in understanding and<br />
implementing oral communication skills.<br />
Learning is centered on student participation<br />
in a variety <strong>of</strong> speaking/listening situations,<br />
which are designed to increase the<br />
understanding <strong>of</strong> the interpersonal nature <strong>of</strong><br />
all speech communication. Students study and<br />
participate in the creation and delivery <strong>of</strong> at<br />
least three types <strong>of</strong> speeches. Target audience<br />
identification, surveys, body language, effective<br />
speaking techniques, and pre-speech planning<br />
are investigated and used to create speeches.<br />
Course Outline<br />
Impromptu Speeches<br />
Researching for Speech Manuscripts<br />
Creation and Delivery <strong>of</strong><br />
Persuasive Speeches<br />
Creation and Delivery <strong>of</strong> Expository<br />
and Demonstrative Speeches<br />
Speech Outlines<br />
Audience Surveys<br />
Evaluation <strong>of</strong> Speaking Effectiveness<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
* This course is only <strong>of</strong>fered online. It is conducted over the <strong>Full</strong> <strong>Sail</strong> Online Learning Environment – a web-based platform<br />
which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the<br />
Internet. Completion <strong>of</strong> the course is based on participation and successful completion <strong>of</strong> assignments.
Sports<br />
Marketing<br />
Media<br />
&<br />
Bachelor <strong>of</strong> Science Degree Program<br />
Today’s sports fans are connected to their favorite<br />
games, teams, and athletes more than ever before,<br />
as technology has brought athletes and their fans<br />
even closer together. Through new media and digital<br />
distribution efforts, sports organizations now have<br />
a wide range <strong>of</strong> opportunities to connect to their<br />
biggest supporters while reaching out to new and<br />
casual fans.<br />
Our Sports Marketing & Media Bachelor <strong>of</strong> Science<br />
online degree program helps you gain the skills<br />
needed to become the kind <strong>of</strong> pr<strong>of</strong>essional who<br />
is able to understand both the creative process<br />
and the marketing considerations involved with<br />
the development <strong>of</strong> video, website content, and<br />
social media campaigns for sports organizations.<br />
As you learn about the business principles, content<br />
creation, and legal and ethical issues <strong>of</strong> the sports<br />
industry, you’ll develop the skills necessary to<br />
position yourself as a valuable player in the everevolving<br />
world <strong>of</strong> sports and media.<br />
Graduates <strong>of</strong> this degree may apply to continue<br />
their education with the:<br />
Game Design<br />
Master <strong>of</strong> Science Degree Program<br />
Media Design<br />
Master <strong>of</strong> Fine Arts Degree Program<br />
CAMPUS<br />
PROGRAM<br />
ONLINE<br />
PROGRAM<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
New Media Marketing<br />
Content Creation<br />
Distribution Channels<br />
& Social Media Presence<br />
252 FULL SAIL UNIVERSITY<br />
* IF YOU’RE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR ADMISSIONS<br />
DEPARTMENT TO EXPLORE YOUR OPTIONS.<br />
SPORTS MARKETING & MEDIA | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 253
ing<br />
GY<br />
ILE<br />
LEADERSHIP<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
NEGOTIATING<br />
skills<br />
CONTENT<br />
creation<br />
maximize<br />
FAN TEAM<br />
CONNECTION<br />
DIGITAL<br />
CONTENT<br />
marketing<br />
TECHNOLOGY<br />
social<br />
MOBILE<br />
DIGITAL SPACES<br />
CREATE<br />
engaging<br />
CONTENT<br />
multiple<br />
PLATFORM<br />
DEVELOPMENT<br />
BUSINESS<br />
DEVELOPMENT<br />
NETWORKING<br />
pr<strong>of</strong>essional<br />
DEVELOPMENT<br />
DIGITAL<br />
CONTENT<br />
s<strong>of</strong>tware<br />
FOUNDATION<br />
254 FULL SAIL UNIVERSITY<br />
SPORTS MARKETING & MEDIA | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 255<br />
SPACES<br />
pr<strong>of</strong>essional<br />
DEVELOPMENT<br />
skills<br />
CONTENT<br />
creation<br />
maximize<br />
FAN TEAM<br />
CONNECTION<br />
New Media Marketing<br />
TECHNOLOGY<br />
social<br />
MOBILE<br />
DIGITAL SPACES<br />
CREATE<br />
engaging<br />
CONTENT<br />
multiple<br />
PLATFORM<br />
DEVELOPMENT<br />
Technology has changed the way that sports fans<br />
connect with teams, leagues, BUSINESS<br />
franchises, and athletes,<br />
as well as how they interact<br />
THEORY<br />
with one another. As a<br />
result, team owners, venue owners, and other sports<br />
organizations are relying more and more on new<br />
media marketing techniques to foster fan loyalty and<br />
grow support. In exploring the strategies that are<br />
most effective for a sports-related business, you’ll<br />
develop client marketing plans, learn about sports<br />
sales and sponsorships and how they can aid you in<br />
your marketing efforts, and explore how the digital<br />
and mobile platforms specifi c to the sports industry<br />
can help you bring your message to the masses.<br />
NETWORKING
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
marketing<br />
TECHNOLOGY<br />
social<br />
MOBILE<br />
DIGITAL SPACES<br />
CREATE<br />
engaging<br />
CONTENT<br />
multiple<br />
PLATFORM<br />
DEVELOPMENT<br />
LEADERSHIP<br />
NEGOTIATING<br />
CONTENT<br />
creation<br />
maximize<br />
FAN TEAM<br />
CONNECTION<br />
pr<strong>of</strong>essional<br />
DEVELOPMENT<br />
skills<br />
DIGITAL<br />
CONTENT<br />
s<strong>of</strong>tware<br />
FOUNDATION<br />
LEADERSHIP<br />
NEGOTIATING<br />
skills<br />
CONTENT<br />
creation<br />
maximize<br />
marketing<br />
FAN TEAM<br />
TECHNOLOGY<br />
CONNECTION<br />
social<br />
MOBILE<br />
DIGITAL SPACES<br />
CREATE<br />
engaging<br />
CONTENT<br />
pr<strong>of</strong>essional<br />
DEVELOPMENT<br />
DIGITAL<br />
CONTENT<br />
s<strong>of</strong>tware<br />
FOUNDATION<br />
marketing<br />
TECHNOLOGY<br />
DIGITAL<br />
CONTENT<br />
256 FULL SAIL UNIVERSITY<br />
SPORTS MARKETING & MEDIA | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 257<br />
social<br />
MOBILE<br />
DIGITAL SPACES<br />
Distribution Channels<br />
& Social Media Presence<br />
Throughout the program, you’ll learn about the<br />
new media distribution channels that sports<br />
organizations are using to connect with fans<br />
CREATE<br />
engaging<br />
and consumers, and determine which channels<br />
best suit the product or service. You’ll study<br />
the opportunities found in channels such as<br />
web 2.0, mobile devices, video games, virtual<br />
worlds, web mash-ups, blogs and wikis, email,<br />
CONTENT<br />
interactive TV, and podcasting. You’ll also gain<br />
a better understanding <strong>of</strong> how social networks<br />
can be employed to create and maintain an online<br />
multiple<br />
connection with fans, connecting events, branding<br />
campaigns, and the media you’ve created.<br />
PLATFORM<br />
DEVELOPMENT<br />
BUSINESS<br />
DEVELOPMENT<br />
pr<strong>of</strong>essional<br />
LEADERSHIP<br />
NEGOTIATING<br />
skills<br />
CONTENT<br />
creation<br />
DEVELOPMENT<br />
maximize<br />
FAN TEAM<br />
CONNECTION<br />
s<strong>of</strong>tware<br />
FOUNDATION
maximize<br />
CONTENT<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
FAN TEAM<br />
CONNECTION<br />
multiple<br />
PLATFORM<br />
DEVELOPMENT<br />
BUSINESS<br />
THEORY<br />
NETWORKING<br />
Content Creation<br />
CREATE<br />
engaging<br />
CONTENT<br />
multiple<br />
Checking the score <strong>of</strong> the game or fi nding out the<br />
latest information about your favorite team is no<br />
longer about watching a ticker scroll by or checking<br />
the sports pages – today, you can access all <strong>of</strong><br />
that information from a device that can fi t in your<br />
pocket. In the Sports Marketing & Media degree<br />
program, you’ll learn how to craft compelling<br />
and engaging content for multiple platforms,<br />
including television, mobile devices, and the web.<br />
You’ll conceptualize, create, and edit advertising<br />
materials, video elements, feature stories,<br />
podcasts, and business presentations, while<br />
learning about the process that goes into making<br />
mobile applications, video games, television<br />
broadcasts, and more.<br />
PLATFORM<br />
DEVELOPMENT<br />
BUSINESS<br />
THEORY<br />
NETWORKING<br />
s<strong>of</strong>tware<br />
FOUNDATION<br />
maximize<br />
FAN TEAM<br />
CONNECTION<br />
CREATE<br />
engaging<br />
CONTENT<br />
multiple<br />
PLATFORM<br />
DEVELOPMENT<br />
BUSINESS<br />
DEVELOPMENT<br />
NETWORKING<br />
258 FULL SAIL UNIVERSITY<br />
SPORTS MARKETING & MEDIA | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 259
260<br />
Overview<br />
Teams, companies, and organizations in the fi eld <strong>of</strong><br />
sports business are rapidly moving into social, mobile,<br />
and digital spaces, while targeting opportunities<br />
to create content, control their messages, generate<br />
revenue, and create fan branding. These businesses<br />
are realizing that as the digital universe expands,<br />
they can connect with their respective clients and fan<br />
bases in a much more intimate way than has ever<br />
been possible. Because <strong>of</strong> this, the sports business<br />
has a universal need for creative minds who don’t just<br />
understand and utilize technology, but who are able<br />
to communicate the information derived from it.<br />
In <strong>Full</strong> <strong>Sail</strong>’s Sports Marketing & Media Bachelor<br />
<strong>of</strong> Science online degree program, you’ll have the<br />
opportunity to contribute to the new demands <strong>of</strong> the<br />
evolving fi eld <strong>of</strong> sports business, particularly from a<br />
position where digital art, design, communication,<br />
distribution, and marketing intersect. This online<br />
degree program will provide you with a fundamental<br />
understanding <strong>of</strong> how marketing and content creation<br />
are becoming much more integrated into the everyday<br />
operations <strong>of</strong> sports businesses. The degree program<br />
also provides practical, real-time opportunities for<br />
students to create, distribute, and market content and<br />
includes topics such as social media marketing, new<br />
media distribution, and intellectual property, public<br />
relations, and leadership.<br />
The collaborative, project-based program culminates<br />
in the Sports Marketing Final Project course, which<br />
requires students to create and produce a targeted<br />
sports business marketing campaign for a selfselected<br />
company (i.e., team, league, university,<br />
or marketer).<br />
To help you move toward your desired career, we’ve<br />
got a team <strong>of</strong> Career Development pr<strong>of</strong>essionals<br />
that will help you polish your interviewing skills<br />
and résumé. In addition, our Career Development<br />
services and advisors will be available for support<br />
and assistance throughout your career – not just<br />
during your education.<br />
Objective<br />
The objective <strong>of</strong> the Sports Marketing & Media<br />
Bachelor <strong>of</strong> Science degree program is to help<br />
students develop and refi ne skills in marketing and<br />
technology, which will be valuable for communication,<br />
revenue generation, event operations, marketing,<br />
and business development within the fi eld <strong>of</strong> sports<br />
business. The degree program focuses on ways<br />
that students can maximize the connection between<br />
fans, teams, and athletes, and students will learn<br />
how to utilize the principles <strong>of</strong> marketing in a sportsspecifi<br />
c context, while implementing original content<br />
on multiple platforms. Completion <strong>of</strong> the Sports<br />
Marketing & Media bachelor’s degree program<br />
will enable graduates to pursue new and emerging<br />
pr<strong>of</strong>essional pathways in the fi eld <strong>of</strong> sports business.<br />
SPORTS MARKETING & MEDIA<br />
OVERVIEW & OBJECTIVE<br />
FULL SAIL UNIVERSITY<br />
SPORTS MARKETING & MEDIA | Bachelor Bachelor <strong>of</strong> Science Science Degree Program<br />
FULL SAIL UNIVERSITY 261
Sports Marketing and Media<br />
Bachelor <strong>of</strong> Science Degree Program<br />
PROGRAM CORE<br />
Code Course Credit Hours<br />
SMM 4111 Business Project Management 4.00<br />
DGL 101 Digital Literacy 4.00<br />
SMM 4751 Global Sports Marketing Strategies 4.00<br />
SMM 1201 History <strong>of</strong> Sports Media 4.00<br />
PGY 1106 Introduction to Digital Photography † 3.07<br />
MAN 2020 Introduction to Management 4.00<br />
MKT 210 Introduction to Marketing 4.13<br />
PGY 2146 Introduction to Video 4.00<br />
WEB 2601 Introduction to Web Basics 4.00<br />
SMM 4833 Marketing Plans and Campaign Development 4.00<br />
SMM 3933 Mobility Technology and Marketing 4.00<br />
IMK 221 New Media Distribution Channels* 3.73<br />
SMM 3751 Public Relations in Sports 4.00<br />
SMM 3561 Social Media and Sports Marketing 4.00<br />
SMM 3111 Sports Business Models 4.00<br />
SMM 3621 Sports Events and Entertainment 4.00<br />
SMM 4231 Sports Law and Contracts 4.00<br />
SMM 4413 Sports Licensing and Intellectual Property 4.00<br />
SMM 3231 Sports Marketing 4.00<br />
SMM 4951 Sports Marketing Final Project 4.00<br />
SMM 3413 Sports Marketing Research 4.00<br />
SMM 2201 Sports Media 4.00<br />
SMM 4561 Sports Sales and Sponsorships 4.00<br />
WEB 2703 Website Design and Editing 4.00<br />
Totals: 94.93<br />
Chronological Schedule by Months<br />
1 2 3 4 5 6 7 8<br />
DIGITAL<br />
LITERACY<br />
BEHAVIORAL<br />
SCIENCE<br />
HISTORY OF<br />
SPORTS MEDIA<br />
ENGLISH<br />
COMPOSITION I<br />
INTRODUCTION<br />
TO MARKETING<br />
COMPUTER SCIENCE<br />
& INTERNET<br />
INTRODUCTION<br />
TO MANAGEMENT<br />
9 10 11 12 13 14 15 16<br />
ART<br />
HISTORY<br />
17 18 19 20 21 22 23 24<br />
WEBSITE DESIGN<br />
& EDITING<br />
COLLEGE<br />
MATHEMATICS<br />
SPORTS<br />
BUSINESS MODELS<br />
INTRODUCTION<br />
TO DIGITAL<br />
PHOTOGRAPHY<br />
SPORTS<br />
MARKETING<br />
SPORTS<br />
MEDIA<br />
SPORTS<br />
MARKETING<br />
RESEARCH<br />
INTRODUCTION<br />
TO STATISTICS<br />
SOCIAL MEDIA &<br />
SPORTS MARKETING<br />
INTRODUCTION<br />
TO VIDEO<br />
SPORTS EVENTS &<br />
ENTERTAINMENT<br />
ETHICS &<br />
PSYCHOLOGY<br />
PUBLIC RELATIONS<br />
IN SPORTS<br />
PUBLIC<br />
SPEAKING<br />
INTRODUCTION<br />
TO WEB BASICS<br />
25 26 27 28 29 30 31 32<br />
MOBILITY<br />
TECHNOLOGY &<br />
MARKETING<br />
BUSINESS PROJECT<br />
MANAGEMENT<br />
SPORTS LAW &<br />
CONTRACTS<br />
SPORTS<br />
LICENSING &<br />
INTELLECTUAL<br />
PROPERTY<br />
GENERAL EDUCATION<br />
Code Course Credit Hours<br />
ART 2007 Art History* 4.00<br />
CLP 1006 Behavioral Science † 4.00<br />
MGF 1213 College Mathematics † 4.00<br />
CGS 1000 Computer Science and Internet* † 4.00<br />
ENC 1101 English Composition I* † 4.00<br />
PPE 2110 Ethics and Psychology † 4.00<br />
STA 2026 Introduction to Statistics † 2.67<br />
SPC 1606 Public Speaking † 4.00<br />
Totals: 30.67<br />
SPORTS SALES &<br />
SPONSORSHIPS<br />
GLOBAL SPORTS<br />
MARKETING<br />
STRATEGIES<br />
TOTAL CREDIT HOURS: 125.5<br />
TOTAL WEEKS: 128<br />
* This specific course is <strong>of</strong>fered online. Please see course description for details.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
MARKETING PLANS<br />
& CAMPAIGN<br />
DEVELOPMENT<br />
NEW MEDIA<br />
DISTRIBUTION<br />
CHANNELS<br />
SPORTS<br />
MARKETING<br />
FINAL PROJECT<br />
Course Descriptions<br />
Program Core<br />
SMM 4111<br />
Business Project<br />
Management<br />
The Business Project Management Course<br />
is a direct study <strong>of</strong> business management<br />
organizational structures through the creation <strong>of</strong><br />
a project that allows an interactive examination<br />
<strong>of</strong> the principles <strong>of</strong> organizing, operating,<br />
financing, and employing single- and mixed-use<br />
projects from the perspectives <strong>of</strong> a business<br />
executive. Students construct strategic plans in<br />
the selection and development <strong>of</strong> sports business<br />
initiatives and strengthen their understanding<br />
<strong>of</strong> analytical tools and strategic analysis <strong>of</strong> the<br />
industry. Students also begin developing their<br />
individual business proposal for their Final Project<br />
course and are challenged to pull together ideas<br />
and information from their program <strong>of</strong> study<br />
as they develop their proposal and explore its<br />
potential for becoming a viable business.<br />
Course Outline<br />
Excel Data Reporting<br />
Organizational Principles<br />
Project Finance<br />
Business Plan Development<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
DGL 101<br />
Digital Literacy<br />
The Digital Literacy Course utilizes a<br />
collaborative learning environment to introduce<br />
s<strong>of</strong>tware programs and web tools that will prepare<br />
students with digital skills for online learning. In<br />
addition, students will also learn the pr<strong>of</strong>essional<br />
demands <strong>of</strong> their chosen fields and create plans<br />
that will help guide them to successful completion<br />
<strong>of</strong> their Program. Students will use various tools to<br />
complete their roadmap projects, conduct Internet<br />
research, collaborate with other students, and<br />
communicate with instructors.<br />
Course Outline<br />
Mac OS and the FSO Learning Platform<br />
Connecting Your Passion to Your<br />
Chosen Industry<br />
Planning for Your Goals and Collaborating<br />
with Peers<br />
Internet Tools for Research and Learning<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
SMM 4751<br />
Global Sports<br />
Marketing Strategies<br />
The Global Sports Marketing Strategies<br />
Course focuses on the development <strong>of</strong><br />
international sports marketing as well as the<br />
global impact <strong>of</strong> sports organizations. Students<br />
learn about international business and how sports<br />
business functions within that environment. The<br />
course also explores how social issues impact<br />
sports and international society, and how these<br />
issues affect sponsorship, marketing campaigns,<br />
and global pursuits.<br />
Course Outline<br />
Global Sports Bodies, Governance,<br />
and Structures<br />
Global Sports Sponsorship Dynamics<br />
Integrated Marketing Plans<br />
Marketing Planning Process<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
SMM 1201<br />
History <strong>of</strong> Sports Media<br />
The History <strong>of</strong> Sports Media Course serves<br />
as an introduction to the cultural relationship<br />
between sports and media. The course<br />
provides an overview <strong>of</strong> sports media including<br />
influences, influential people, and moments.<br />
Students learn about the history <strong>of</strong> research,<br />
ethics, practices, and the societal impact <strong>of</strong><br />
sports media both past and present. Special<br />
attention is given to traditional sports media<br />
outlets such as newspapers, magazines, radio,<br />
and television, as well as the impact <strong>of</strong> historical<br />
and cultural influences.<br />
Course Outline<br />
Sports Organizations and Mass Media<br />
Print, Radio, and Television<br />
Sports Media Culture<br />
Sports Content and Programming<br />
Sports Journalism Ethics and Evolution<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
PGY 1106<br />
Introduction to<br />
Digital Photography †<br />
The Digital Photography Course introduces<br />
students to the basic elements <strong>of</strong> still<br />
photography, to electronic, digitally realized and<br />
manipulated photography, and to multi-image<br />
sequencing. Students learn the skills required <strong>of</strong><br />
pr<strong>of</strong>essional photographers and picture editors in<br />
creating photographic and multimedia packages<br />
for publication in print and on the Internet. These<br />
experiences lead to the practice <strong>of</strong> learning<br />
camera functions in the interrelationship between<br />
photography and cinematography and allow<br />
students to begin training their critical eye.<br />
Course Outline<br />
Basic Lighting Management<br />
Computer-Related Input/<br />
Output for Imaging<br />
Digital Photo Technology<br />
Narrative Structure and Composition<br />
Total credit hours 3.07<br />
Course length 4 weeks<br />
MAN 2020<br />
Introduction to<br />
Management<br />
The Introduction to Management Course<br />
analyzes the management principles that lead<br />
to a successful company, as well as the nature<br />
<strong>of</strong> business decisions. Students learn about<br />
creating and maintaining different types <strong>of</strong><br />
organizational structures within relationship,<br />
leadership, and legal contexts, while examining<br />
how to harness knowledge, resources,<br />
and ingenuity. The course also contains an<br />
introduction to risk management principles<br />
and practices and provides different types <strong>of</strong><br />
risks and the strategies used to minimize them<br />
in relation to physical assets, legal liability,<br />
employee benefit programs, taxes,<br />
and retirement costs.<br />
Course Outline<br />
Creating and Maintaining<br />
Organizational Structure<br />
Human Resource Principles<br />
Local and National Labor Laws<br />
Risk Management<br />
Sports Business Management<br />
Case Studies<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
MKT 210<br />
Introduction to Marketing<br />
The Introduction to Marketing Course<br />
explores general marketing concepts as they<br />
relate to the nuances <strong>of</strong> business. Students<br />
construct strategic plans in the selection<br />
and development <strong>of</strong> media products and are<br />
introduced to entertainment licensing concepts<br />
and promotional avenues, such as trade shows,<br />
trade publications, and the Internet. In addition,<br />
this course strengthens students’ understanding<br />
<strong>of</strong> analytical tools and strategic analysis <strong>of</strong> the<br />
entertainment business, knowledge that can<br />
facilitate the success <strong>of</strong> their creative work.<br />
Consumer behavior and its effect on the success<br />
<strong>of</strong> entertainment products are also examined.<br />
Course Outline<br />
Marketing Principles and Terminology<br />
Competitive Tactics<br />
Marketing Plan Development<br />
Branding<br />
Advertising<br />
Total credit hours 4.13<br />
Course length 4 weeks<br />
PGY 2146<br />
Introduction to Video<br />
The Introduction to Video Course is<br />
designed to expose students to the basics <strong>of</strong><br />
video production for the purpose <strong>of</strong> content<br />
creation. Students study field-producing<br />
techniques and methods for reporting,<br />
messaging, and storytelling through video. The<br />
interactive course teaches students how to<br />
identify stories best told in video and how to<br />
best structure these stories for their audiences.<br />
Students develop skills shooting video using<br />
personal handheld cameras and editing video on<br />
their MacBook Pros.<br />
Course Outline<br />
Storytelling<br />
Field Production Techniques<br />
Camera Techniques<br />
Design and Production<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
262 FULL SAIL UNIVERSITY<br />
SPORTS MARKETING & MEDIA | Bachelor <strong>of</strong> Science Degree Program 263
Course Descriptions<br />
Program Core<br />
WEB 2601<br />
Introduction to Web Basics<br />
The Introduction to Web Basics Course<br />
aims to help students develop the fundamentals<br />
<strong>of</strong> writing and producing functional content<br />
for the World Wide Web. The course explores<br />
both the mechanics <strong>of</strong> storytelling as well as<br />
how marketers and content developers convey<br />
themes through their writing. Students learn<br />
the techniques and methods for researching,<br />
reporting, messaging, and storytelling through<br />
the Web. The course helps students learn how to<br />
identify stories best told on the Web and how to<br />
best structure those stories for their audiences<br />
via different delivery systems, including<br />
interactive web pages.<br />
Course Outline<br />
Interactive Storytelling<br />
Thematic Narrative Development<br />
Design Proposals<br />
Multimedia Element Integration<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
SMM 4833<br />
Marketing Plans and<br />
Campaign Development<br />
The Marketing Plans and Campaign<br />
Development Course is designed to give<br />
students an interactive opportunity to develop a<br />
client marketing plan and/or business activation<br />
campaign from start to finish. Students research<br />
and analyze case studies and formulate a project<br />
that enables them to create their own campaigns,<br />
beginning with the creative process and then<br />
moving into the managerial and process-making<br />
role involved in communication or marketing<br />
plans. This course teaches students about<br />
the tools they need to develop messaging and<br />
branding through design, technology, and<br />
presentation on a for-performance basis.<br />
Course Outline<br />
SMM 3933<br />
Mobility Technology<br />
and Marketing<br />
The Mobility Technology and Marketing<br />
Course introduces students to mobility<br />
technology through sports marketing concepts.<br />
Students learn the necessary fundamentals for<br />
mobile applications along with an overview <strong>of</strong><br />
mobile phone content development. The majority<br />
<strong>of</strong> the course focuses on strategic marketing<br />
possibilities for mobile platforms, including<br />
applications and their use, activation, and<br />
revenue generating opportunities. The course<br />
encourages students to utilize their earlier<br />
instruction and knowledge in design, research,<br />
entrepreneurship, and business development.<br />
Course Outline<br />
Mobile Marketing Techniques<br />
Mobile Demographics<br />
Search Engine Optimization<br />
Mobile Application Development<br />
Brand Awareness<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
IMK 221<br />
New Media<br />
Distribution Channels*<br />
The New Media Distribution Channels<br />
Course teaches students how to analyze new<br />
media distribution channels to determine how to<br />
market and deploy their products/services over<br />
a multitude <strong>of</strong> platforms. Students examine a<br />
variety <strong>of</strong> advanced media components; assess<br />
which distribution channels can best help<br />
them to accomplish their marketing goals, and<br />
then integrate their product/service into those<br />
channels, making alterations as needed. The<br />
course takes students through the following new<br />
media distribution channels: Web 2.0, mobile<br />
devices, video games, virtual worlds, Web<br />
mash-ups, blogs and wikis, email, social media,<br />
interactive TV, and podcasting.<br />
Course Outline<br />
SMM 3751<br />
Public Relations in Sports<br />
The Public Relations in Sports Course<br />
provides students with an understanding <strong>of</strong><br />
sports communications. The primary focus<br />
is on pr<strong>of</strong>essional and corporate levels with<br />
an emphasis on the use <strong>of</strong> content creation,<br />
technology, distribution, and new media.<br />
Students learn how teams, organizations, and<br />
marketing companies use traditional and new<br />
media to align their business objectives with<br />
their communications strategies and how<br />
organizations can manage various forms <strong>of</strong> media<br />
to communicate specific messages to distinct<br />
audiences designed for particular subjects. This<br />
course allows students to learn how to employ<br />
new technologies to reach fans creatively and<br />
shows them how to become the creative bridges<br />
between the sports business, the on-field and <strong>of</strong>ffield<br />
content, and its consumers.<br />
Course Outline<br />
Public Relations Ethics<br />
Reputation Management<br />
Information Services and<br />
Organizational Media<br />
Crisis Communications<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
SMM 3561<br />
Social Media<br />
and Sports Marketing<br />
The Social Media and Sports Marketing<br />
Course examines the methodology inherent in<br />
viral marketing through social media applications<br />
and applies social media to situations for revenue<br />
generation and brand awareness in the sports<br />
business. Students explore the avenues by which<br />
teams and organizations can use social media<br />
to inspire consumers to tell others about their<br />
products or services to grow brand awareness<br />
and fan/consumer loyalty. Students learn how<br />
to evaluate if and when specific marketing<br />
approaches are appropriate for their product<br />
and/or brand and are tasked with creating and<br />
producing their own social media and viral<br />
marketing campaign.<br />
Course Outline<br />
SMM 3111<br />
Sports Business Models<br />
The Sports Business Models Course is<br />
designed to help students develop a basic<br />
understanding <strong>of</strong> the principles <strong>of</strong> economics<br />
that influence individual decision-makers, both<br />
consumers and producers, within an economic<br />
system, as well as a basic understanding <strong>of</strong> the<br />
function <strong>of</strong> product markets as they relate to<br />
sports. Students also learn about the different<br />
types <strong>of</strong> relationships forged between sports<br />
organizations, their business partners and<br />
consumers, and how industry businesses<br />
develop and nurture streams <strong>of</strong> revenue<br />
through those relationships.<br />
Course Outline<br />
Sports Business Leadership<br />
Sports Properties and Marketplaces<br />
Revenue Management<br />
Financial Data<br />
Management Disciplines<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
SMM 3621<br />
Sports Events<br />
and Entertainment<br />
The Sports Events and Entertainment<br />
Course serves as an examination <strong>of</strong> the<br />
sports business event management, as well<br />
as the strategies used to market conferences,<br />
meetings, and special events, and the necessary<br />
components for marketing and packaging sports<br />
and entertainment events. Students cover a<br />
wide range <strong>of</strong> topics including event planning,<br />
promotion, and production over a variety <strong>of</strong><br />
different types <strong>of</strong> events and conferences, with<br />
a targeted focus on the role technology and<br />
design play in contributing to the successful<br />
development <strong>of</strong> such events. The course guides<br />
students through budgeting, planning, staff<br />
and equipment management, video and graphic<br />
production, interactive marketing, signage, and<br />
strategic partnerships development, and covers<br />
the application <strong>of</strong> project management tools for<br />
successful event planning and management.<br />
Course Outline<br />
SMM 4231<br />
Sports Law and Contracts<br />
The Sports Law and Contracts Course<br />
provides an overview <strong>of</strong> general sports<br />
business practices, including entity formation,<br />
insurance, taxes, accounting, and contracts and<br />
negotiations. Students explore the theories <strong>of</strong><br />
negotiation and strategy in developing solutionoriented<br />
processes for achieving results in the<br />
sports business. Through integrative techniques<br />
and game theory, students investigate the<br />
relationships between organizations, sponsors,<br />
vendors, and distribution outlets. Students also<br />
explore a variety <strong>of</strong> topics including content<br />
creation, conflict and dispute resolution and<br />
remedy, theoretical processes and strategies,<br />
creativity in contract writing, and enforcement<br />
<strong>of</strong> terms.<br />
Course Outline<br />
Management Functions <strong>of</strong> Legal Theory<br />
Human Resource Management<br />
Strategic Governance<br />
Marketing Management<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
SMM 4413<br />
Sports Licensing and<br />
Intellectual Property<br />
The Sports Licensing and Intellectual<br />
Property Course examines trade secrets,<br />
trademarks, patents, and copyrights in<br />
connection with methods <strong>of</strong> protecting creative<br />
works, logos, images and representations,<br />
especially in regard to the democratization<br />
<strong>of</strong> the creation <strong>of</strong> content and the ability <strong>of</strong><br />
noncontracted individuals to acquire, distribute,<br />
and share content. Students explore acquisition,<br />
licensing, sale, and transfer <strong>of</strong> rights as they<br />
relate to teams, leagues, music, digital media,<br />
animation, gaming, film, and show production.<br />
Concepts are examined through case studies and<br />
applied business properties.<br />
Course Outline<br />
SMM 3231<br />
Sports Marketing<br />
The Sports Marketing Course introduces<br />
students to the specific properties <strong>of</strong> marketing<br />
for sports. The course reviews the revenuegeneration<br />
aspects <strong>of</strong> sports business and will<br />
help students learn how to identify different<br />
types <strong>of</strong> sports business consumers, as well as<br />
a variety <strong>of</strong> marketing and media strategies and<br />
applications to engage consumers. Within their<br />
course <strong>of</strong> study, students create sports marketing<br />
initiatives for implementation on traditional and<br />
digital media platforms.<br />
Course Outline<br />
History <strong>of</strong> Sports Marketing<br />
Sports Marketing Concepts and Strategies<br />
Proper Market Research<br />
Consumer Identification<br />
Multiplatform Distribution<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
SMM 4951<br />
Sports Marketing<br />
Final Project<br />
The Sports Marketing Final Project Course<br />
gives students an opportunity to research, develop,<br />
and write a proposal for a sports business concept<br />
and/or sports marketing plan and execute the<br />
concept. Students are expected to incorporate the<br />
comprehensive elements <strong>of</strong> their entire academic<br />
experience, including the application <strong>of</strong> proper<br />
research methodologies, business writing skills,<br />
and proposal preparation to concepts such as<br />
content creation, branding, distribution, design<br />
and technology, and sales and marketing.<br />
Course Outline<br />
Sports Marketing Proposal Writing<br />
and Development<br />
Market Analysis<br />
Venture Description<br />
Marketing Plan and Budget<br />
Management Plan<br />
SMM 3413<br />
Sports Marketing Research<br />
The Sports Marketing Research<br />
Course compares and contrasts the various<br />
research methodologies utilized in marketing<br />
research most commonly practiced in sports<br />
marketing settings. Within the context <strong>of</strong> the<br />
sports industry, students explore marketing<br />
strategies and tactics and the roles that design,<br />
implementation, analysis, interpretation, and<br />
reporting <strong>of</strong> research that influence marketing<br />
decisions. Students undertake individual research<br />
projects and are responsible for selecting<br />
an appropriate research design, conducting<br />
research, and interpreting data for conclusions.<br />
Course Outline<br />
Sports Marketing Research Strategies<br />
Demographic and Consumer<br />
Research Strategies<br />
Primary and Secondary Targeting<br />
Individual Project Development<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
SMM 2201<br />
Sports Media<br />
The Sports Media Course is an exploration<br />
<strong>of</strong> the relationship between sports, sports<br />
businesses, and the media, both advanced and<br />
traditional. The course examines a wide scope <strong>of</strong><br />
media platforms and their historical and current<br />
roles in sports business and marketing strategy,<br />
including broadcast, cable, satellite, interactive<br />
TV (including regional sports networks and<br />
their territorial rights), radio (all formats), social<br />
media, mobile media, the role <strong>of</strong> conglomerates<br />
(Comcast/Universal, Disney/ABC/, Newscorp,<br />
etc.), online media (blogs, podcasts, web 2.0); and<br />
location-based media (retail signage). Students<br />
examine the methods used to collect and process<br />
information and apply it to marketing sports<br />
services and products, with a focus on direct<br />
marketing and indirect public relations.<br />
Course Outline<br />
SMM 4561<br />
Sports Sales<br />
and Sponsorships<br />
The Sports Sales and Sponsorship Course<br />
provides students with an overview <strong>of</strong> current<br />
factors and issues related to sports sponsorship,<br />
including sponsorship planning, sales and<br />
negotiations, and sponsorship proposals and<br />
evaluations. Students explore the relationship<br />
between sports organizations and businesses,<br />
universities, corporate sponsors, advertising<br />
agencies, individual ticket consumers, and<br />
the development <strong>of</strong> their respective marketing<br />
campaigns. The course concentrates on the<br />
notions <strong>of</strong> communication and branding through<br />
sales, the value <strong>of</strong> sponsorship, and the alignment<br />
<strong>of</strong> marketing concepts.<br />
Course Outline<br />
Sales Force Creation, Strategies,<br />
and Negotiation<br />
Sports Consumer Behavior<br />
Sponsorship Rights<br />
Sports Segmentation and Pricing<br />
Branding and Activation<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
WEB 2703<br />
Website Design<br />
and Editing<br />
The Website Design and Editing Course<br />
provides students with the tools they need to<br />
develop website branding and messaging through<br />
design, technology, and presentation. Students<br />
learn how to structure applications and prepare<br />
media for different types <strong>of</strong> delivery platforms,<br />
with an emphasis on creating opportunities for<br />
the Web. Outcomes include the creation <strong>of</strong> video<br />
elements, feature stories, business presentations,<br />
advertising and signage, and other industry uses <strong>of</strong><br />
content for presentation and distribution.<br />
Course Outline<br />
Campaign Development Process<br />
Marketing Plan Architecture<br />
and Integration<br />
Effective Campaign Management<br />
Customer Acquisition and Alignment<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
New Media Distribution Channels Defined<br />
New Media Distribution<br />
Strategic Development<br />
New Media Distribution<br />
Channel Evaluation<br />
Total credit hours 3.73<br />
Course length 4 weeks<br />
Social Media Campaign Development<br />
Social Web Participation<br />
Social Media Measurement Tools<br />
and Metrics<br />
Interruptive Advertising<br />
Overview <strong>of</strong> Sports Event Management<br />
Sports Event Concept Design<br />
Project Plan Management<br />
and Development<br />
Target Audience Research<br />
Intellectual Property Rights<br />
Acquisition, Licensing, Sale, and Transfer<br />
<strong>of</strong> Rights<br />
E-Commerce and Technological Innovation<br />
Litigation Case Studies<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
Total credit hours<br />
Course length<br />
4.00<br />
4 weeks<br />
Broadcast Media Rights and Ownership<br />
Sports Network Relationships<br />
Revenue Generation through<br />
Content Development<br />
Location-Based Media<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
Introduction to Editing Systems<br />
Web Editing Applications<br />
Dialogue, Video, and Audio<br />
Computerized Editing Techniques<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
Social Media Channels<br />
Location Scouting and Logistics<br />
Total credit hours<br />
Course length<br />
4.00<br />
4 weeks<br />
Technical Sports Event Development<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
* This course is only <strong>of</strong>fered online. It is conducted over the <strong>Full</strong> <strong>Sail</strong> Online Learning Environment – a web-based platform<br />
which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the<br />
Internet. Completion <strong>of</strong> the course is based on participation and successful completion <strong>of</strong> assignments.<br />
264 FULL SAIL UNIVERSITY<br />
SPORTS MARKETING & MEDIA | Bachelor <strong>of</strong> Science Degree Program 265
Course Descriptions<br />
General Education<br />
ART 2007<br />
Art History*<br />
The Art History Course introduces students<br />
to selected, impactful monuments <strong>of</strong> art and<br />
architecture in the Western tradition from the<br />
prehistoric to post-modernism era studied in<br />
relation to the intellectual background <strong>of</strong> the<br />
ages and civilizations that produced them.<br />
Lectures accompanied by various visual mediums<br />
inspire discussions <strong>of</strong> assigned readings in<br />
philosophical, religious, scientific, political,<br />
literary, artistic, and cultural contexts.<br />
Course Outline<br />
Art History<br />
Medieval and Renaissance Art<br />
Modern Art<br />
Post-modern Art<br />
Audience Awareness<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CLP 1006<br />
Behavioral Science †<br />
The Behavioral Science Course introduces<br />
students to the psychology <strong>of</strong> self-evaluation,<br />
self-motivation, self-awareness, and selffocus.<br />
This course provides an overview on<br />
current and historical theory as it pertains to<br />
the above-mentioned areas. Students are also<br />
introduced to techniques <strong>of</strong> time management,<br />
organizational skills, active listening, and<br />
producing effective presentations.<br />
Course Outline<br />
Self-Awareness<br />
Self-Regulation<br />
Motivation<br />
Empathy<br />
Social Skills<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
MGF 1213<br />
College Mathematics †<br />
The College Mathematics Course is<br />
designed to enable students to build skills<br />
and confidence in algebra that are required to<br />
succeed in future math and core courses. Firsttime<br />
algebra students or those needing a review<br />
will begin with basic concepts and build upon<br />
these ideas by completing work that uses algebra<br />
in practical situations.<br />
Course Outline<br />
Review <strong>of</strong> Basic Arithmetic<br />
Operations with the Real Number System<br />
Measurement and Number Systems<br />
Exponents & Radical Expressions<br />
Linear Equations & Inequalities<br />
Proportions, Formulas, and Word Problems<br />
Introductory Statistics and Probability<br />
Business Applications and<br />
Mathematical Models<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
CGS 1000<br />
Computer Science<br />
and Internet* †<br />
The Computer Science and Internet Course<br />
introduces students to the basics <strong>of</strong> computer<br />
operating systems and s<strong>of</strong>tware, web 2.0 tools,<br />
and multimedia applications as they relate to<br />
everyday experiences <strong>of</strong> the computer user.<br />
Students initiate online collaboration as well as<br />
utilize the tools to successfully navigate common<br />
issues associated with online collaboration.<br />
Additionally, students evaluate and demonstrate<br />
knowledge <strong>of</strong> specific s<strong>of</strong>tware applications and<br />
technologies used in today’s society.<br />
Course Outline<br />
Multimedia Presentations<br />
Operating Systems and Technologies<br />
Web 2.0 Tools<br />
Student Audio/Video Projects<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENC 1101<br />
English Composition I* †<br />
The English Composition I Course is<br />
designed to introduce students to the writing<br />
process. Special attention is given to selecting<br />
and refining topics, identifying the audience,<br />
developing a purpose, and formulating thesis<br />
statements. Grammatical conventions and their<br />
applications are heavily stressed. Students in<br />
this course learn to compose mature, logical<br />
sentences, and paragraphs in order to create<br />
rhetorical cohesion.<br />
Course Outline<br />
Invention and Drafting<br />
Revising and Editing<br />
Grammar<br />
Essay Structure<br />
Audience Awareness<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
PPE 2110<br />
Ethics and Psychology †<br />
The Ethics and Psychology Course<br />
blends the study <strong>of</strong> ethics with the study <strong>of</strong> the<br />
psychology <strong>of</strong> personality to examine the nature<br />
<strong>of</strong> personal character, gender differences,<br />
behavioral styles, and cognitive theories.<br />
Students will study the unique organization <strong>of</strong><br />
the characteristics that set individuals apart from<br />
each other and also how individuals and groups <strong>of</strong><br />
individuals respond to the differences <strong>of</strong> others.<br />
Course Outline<br />
Archetypes and Behavioral Styles<br />
Values, Morals, Ethics<br />
Learning Theories and Behaviorism<br />
Psychoanalytic Theory<br />
Existential-Humanistic Theory<br />
Cognitive Psychology<br />
Neuro-Linguistic Programming:<br />
Personality Disorders<br />
Gender Issues: Proxemic,<br />
Kinesics Chromatics<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
STA 2026<br />
Introduction to Statistics †<br />
The Introduction to Statistics Course<br />
introduces statistics as a tool for decisionmaking.<br />
The first part <strong>of</strong> this course reviews<br />
how to collect, present, and organize data. It<br />
explores measures <strong>of</strong> central tendency and<br />
dispersion and how to calculate them. The course<br />
concentrates on representing data visually by<br />
creating and interpreting charts and graphs,<br />
exploring relationships found in data through<br />
correlation analysis, and assigning probability<br />
and calculating the likelihood <strong>of</strong> the occurrence<br />
<strong>of</strong> events. This knowledge is applied in solving<br />
problems and making decisions based on<br />
quantifiable data.<br />
Course Outline<br />
Overview <strong>of</strong> Business Statistics<br />
Business Statistics Terminology<br />
Collecting and Organizing Data<br />
Presentation <strong>of</strong> Statistical Data<br />
Problem-solving Using Statistics<br />
Total credit hours 2.67<br />
Course length 4 weeks<br />
SPC 1606<br />
Public Speaking †<br />
The Public Speaking Course is designed to<br />
train students in understanding and implementing<br />
oral communication skills. Learning is centered<br />
on student participation in a variety <strong>of</strong> speaking/<br />
listening situations, which are designed to increase<br />
the understanding <strong>of</strong> the interpersonal nature<br />
<strong>of</strong> all speech communication. Students study<br />
and participate in the creation and delivery <strong>of</strong> at<br />
least three types <strong>of</strong> speeches. Target-audience<br />
identification, surveys, body language, effective<br />
speaking techniques, and pre-speech planning are<br />
investigated and used to create speeches.<br />
Course Outline<br />
Impromptu Speeches<br />
Researching for Speech Manuscripts<br />
Creation and Delivery <strong>of</strong> Persuasive and<br />
Demonstrative Speeches<br />
Speech Outlines<br />
Audience Surveys and Evaluation<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
* This course is only <strong>of</strong>fered online. It is conducted over the <strong>Full</strong> <strong>Sail</strong> Online Learning Environment – a web-based platform<br />
which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the<br />
Internet. Completion <strong>of</strong> the course is based on participation and successful completion <strong>of</strong> assignments.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
266 FULL SAIL UNIVERSITY<br />
SPORTS MARKETING & MEDIA | Bachelor <strong>of</strong> Science Degree Program 267
Web<br />
Design Design &&<br />
Development<br />
Bachelor <strong>of</strong> Science Degree Program<br />
Advancing at a faster pace than perhaps any other<br />
technological achievement in our society’s history,<br />
the Internet is now at the epicenter <strong>of</strong> our culture.<br />
In today’s world, the ability to share ideas, information,<br />
and concepts with a global audience is something<br />
we almost take for granted - life without the Internet<br />
is nearly unthinkable! That reality makes the skills<br />
needed to help develop the applications and sites<br />
that drive the web a powerful commodity in today’s<br />
Internet-centric market.<br />
REFERENCE PG. 270 FOR MORE INFORMATION ABOUT ONLINE EDUCATION.<br />
Just think <strong>of</strong> how many different websites you visit<br />
on a daily basis – if it’s a public entity, it probably has<br />
a website. Each site stems from an idea and specifi c<br />
goals, and is designed and developed by people who<br />
are dedicated to maintaining our most prevalent<br />
source <strong>of</strong> information. When you enter <strong>Full</strong> <strong>Sail</strong>’s Web<br />
Design & Development Program, you prepare to join<br />
the ranks <strong>of</strong> those who create the way we live and<br />
connect with others online.<br />
Graduates <strong>of</strong> this degree may apply to continue<br />
their education with the:<br />
Media Design<br />
Master <strong>of</strong> Fine Arts Degree Program<br />
Game Design<br />
Master <strong>of</strong> Science Degree Program<br />
CAMPUS<br />
PROGRAM<br />
ONLINE<br />
PROGRAM<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
Interface Design & Usability<br />
Web Standards<br />
Flash/ActionScript 3.0<br />
Dynamic Back-end<br />
Development<br />
Website<br />
Development Project<br />
CAMPUS ONLINE<br />
268 FULL SAIL UNIVERSITY<br />
* IF YOU’RE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR PROGRAM ADMISSIONS<br />
WEB DESIGN & DEVELOPMENT<br />
PROGRAM<br />
| Bachelor Bachelor <strong>of</strong> Science Science Degree Program 269<br />
DEPARTMENT TO EXPLORE YOUR OPTIONS.
friendly RIENCE<br />
EDIA<br />
OYMENT<br />
TICATION<br />
security<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
INTERFACE DESIGN<br />
& USABILITY<br />
WEB STANDARDS/FLASH/<br />
ACTIONSCRIPT 3.0<br />
DYNAMIC BACK-END<br />
DEVELOPMENT/WEBSITE<br />
DEVELOPMENT PROJECT<br />
intuitive<br />
INTERFACE<br />
DESIGN<br />
object-<br />
ORIENTED<br />
PROGRAMMING<br />
WEB DESIGN<br />
& DEVELOPMENT<br />
database tables<br />
INTERFACE DESIGN<br />
& USABILITY<br />
indexes<br />
WEB STANDARDS/FLASH/<br />
ACTIONSCRIPT 3.0<br />
user<br />
INTERFACE<br />
document<br />
OBJECT<br />
MODEL<br />
information DATA<br />
ARCHITECTURE<br />
WEB DESIGN<br />
& DEVELOPMENT<br />
optimization<br />
TECHNIQUES<br />
INTERFACE DESIGN<br />
& USABILITY<br />
database<br />
ACTIONSCRIPT 3.0<br />
SERVERS<br />
WEB STANDARDS/FLASH/<br />
DYNAMIC BACK-END<br />
DEVELOPMENT/WEBSITE<br />
DEVELOPMENT PROJECT<br />
WEB DESIGN<br />
& DEVELOPMENT<br />
INTERFACE DESIGN<br />
& USABILITY<br />
WEB STANDARDS/FLASH/<br />
ACTIONSCRIPT 3.0<br />
ORGANIZATION<br />
ENGAGING<br />
INTERACTIVE<br />
EXPERIENCE<br />
ARCHITECTURE<br />
web<br />
APPLICATIONS<br />
userfriendly<br />
us<br />
A INTERFACE<br />
CREATING<br />
information DATA<br />
optimization<br />
TECHNIQUES<br />
database<br />
SERVERS<br />
DYNAMIC BACK-END<br />
DEVELOPMENT/WEBSITE<br />
DEVELOPMENT PROJECT<br />
information DATA<br />
ARCHITECTURE<br />
ORGANIZATION<br />
optimization<br />
TECHNIQUES<br />
ENGAGING<br />
INTERACTIVE<br />
EXPERIENCE<br />
EXPERIENCE<br />
richMEDIA<br />
user<br />
DEPLOYMENT<br />
ORGANIZATION<br />
ENGAGING<br />
INTERACTIVE AUTHENTICATION<br />
EXPERIENCE<br />
information security DATA<br />
ARCHITECTURE<br />
Interface Design & Usability<br />
web<br />
Today we depend on interfaces and websites more<br />
than ever in our day-to-day lives, whether it’s fi nding<br />
directions, optimization<br />
checking our APPLICATIONS<br />
bank statements, shopping<br />
online, TECHNIQUES<br />
or any <strong>of</strong> a thousand other tasks made easier<br />
by the Internet. Regardless <strong>of</strong> why we fi nd ourselves<br />
browsing a website, what’s most important is how<br />
accessible and user-friendly our experience is –<br />
after all, it’s these factors that infl uence whether we<br />
choose to visit a website more than once.<br />
database<br />
Understanding how to construct a website that<br />
will strike users as SERVERS both intuitive and easy to use<br />
is crucial to the success <strong>of</strong> sites you design. In<br />
this phase CREATING<br />
<strong>of</strong> the program, you’ll work on creating<br />
logical, intuitive, user and clear friendly<br />
interfaces by learning<br />
how users interact with different types <strong>of</strong> sites, and<br />
EXPERIENCE<br />
you’ll examine proven design patterns. You’ll also<br />
learn Information Architecture (IA), the process <strong>of</strong><br />
organizing and presenting data to users in a clear<br />
and meaningful way.<br />
friendly<br />
intuitive<br />
DESIGN<br />
object-<br />
u A ORIENTED<br />
INTERFACE<br />
EXPERIENCE PROGRAMMING M<br />
I<br />
database<br />
intuitive<br />
DESIGN<br />
object-<br />
tables<br />
ORIENTED<br />
PROGRAMMING<br />
indexes friendly<br />
270 FULL SAIL UNIVERSITY<br />
WEB DESIGN & DEVELOPMENT | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 271<br />
CREATING<br />
richMEDIA<br />
DEPLOYMENT<br />
ORGANIZATION<br />
AUTHENTICATION<br />
ENGAGING<br />
INTERACTIVE<br />
EXPERIENCE<br />
web<br />
APPLICATIONS<br />
security<br />
intuitive<br />
CREATING<br />
user<br />
A<br />
EXPERIENCE<br />
database<br />
richMEDIA<br />
DEPLOYMENT<br />
tables<br />
indexes<br />
AUTHENTICATION<br />
security<br />
user<br />
A INTERFACE<br />
richMEDIA<br />
DEPLOYMENT<br />
DESIGN<br />
object-<br />
ORIENTED<br />
PROGRAMMING<br />
INTERFACE<br />
document<br />
OBJECT<br />
MODEL<br />
INT<br />
do<br />
OB
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
n DATA<br />
RE<br />
on<br />
ES<br />
e<br />
RS<br />
information DATA<br />
ARCHITECTURE<br />
intuitive<br />
ORGANIZATION<br />
optimization<br />
INTERFACE<br />
ENGAGING<br />
DESIGN<br />
TECHNIQUES<br />
INTERACTIVE<br />
EXPERIENCE<br />
object-<br />
database<br />
web<br />
APPLICATIONS<br />
SERVERS ORIENTED<br />
PROGRAMMING<br />
Web Standards<br />
database<br />
tables<br />
WEB DESIGN<br />
& DEVELOPMENT<br />
INTERFACE DESIGN<br />
& USABILITY INTERACTIVE<br />
EXPERIENCE<br />
WEB STANDARDS/FLASH/<br />
ACTIONSCRIPT document<br />
web<br />
3.0<br />
AUTHENTICATION OBJECT<br />
MODEL<br />
security<br />
APPLICATIONS<br />
Have you ever accessed a website from different<br />
computers<br />
indexes<br />
and noticed that its appearance and use<br />
were inconsistent from one platform to the next? That<br />
might be because whoever developed the site did<br />
not follow the guidelines set by the World Wide Web<br />
Consortium (W3C).<br />
The W3C standards exist to allow websites to look<br />
and function the same on as many different operating<br />
systems (Windows, Macintosh, Unix/Linux) and<br />
delivery platforms (multiple web browsers, mobile<br />
devices) as possible. Our web standards courses help<br />
you learn how to design, code, and deploy websites<br />
so that your content is the same regardless <strong>of</strong> where<br />
and how it’s being viewed. As you learn the proper<br />
graphic optimization techniques and understand how<br />
the validators developed by the W3C work, you’ll be<br />
able to make sure your (or your company’s) message<br />
gets across loud and clear.<br />
ORGANIZATION<br />
EXPERIENCE<br />
A userfriendly<br />
user<br />
INTERFACE<br />
CREATING<br />
EXPERIENCE<br />
user<br />
ENGAGING<br />
INTERFACE<br />
richMEDIA<br />
DEPLOYMENT<br />
information DATA<br />
ARCHITECTURE<br />
object- richMEDIA document<br />
optimization<br />
TECHNIQUES<br />
database<br />
DYNAMIC BACK-END<br />
DEVELOPMENT/WEBSITE<br />
Flash/ActionScript 3.0<br />
DEVELOPMENT PROJECT<br />
intuitive<br />
DESIGN<br />
ORIENTED<br />
PROGRAMMING<br />
tables security<br />
database AUTHENTICATION<br />
indexes<br />
WEB DESIGN<br />
& DEVELOPMENT<br />
SERVERS<br />
A compelling website is more than just some words<br />
thrown on a page. Truly stunning websites draw you<br />
in, <strong>of</strong>fering an interactive experience that comes to<br />
life when your fi ngertips hit the keyboard. Adding<br />
music, sound effects, movies, and cartoons to a site<br />
can transport a user from their desk into your world.<br />
INTERFACE DESIGN<br />
& USABILITY<br />
Flash is one <strong>of</strong> the most popular and powerful<br />
applications in web design. From interactive games<br />
and features to animated images and video, a website<br />
with great Flash components can truly wow users<br />
and make their experience that much more engaging.<br />
In this degree program, you’ll study ActionScript 3.0,<br />
the latest object-oriented programming-based Flash<br />
scripting language, giving you the ability to add<br />
complex interactivity that will give your sites visual<br />
fl air. Once you’re fl uent in Flash, you’ll be able to<br />
draw, design, animate, and code while implementing<br />
audio and video through both buffered and<br />
streaming deployment.<br />
userfriendly<br />
user<br />
A INTERFACE<br />
CREATING<br />
DEPLOYMENT<br />
INTERFACE<br />
OBJECT<br />
MODEL<br />
WEB STANDARDS/FLASH/<br />
ACTIONSCRIPT 3.0<br />
information DATA<br />
ARCHITECTURE<br />
ORGANIZATION<br />
optimization<br />
TECHNIQUES<br />
ENGAGING<br />
INTERACTIVE<br />
EXPERIENCE<br />
DYNAMIC BACK-END<br />
database web<br />
DEVELOPMENT/WEBSITE<br />
272 FULL SAIL UNIVERSITY<br />
SERVERS<br />
WEB DESIGN & DEVELOPMENT | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 273<br />
DEVELOPMENT PROJECT<br />
ORGANIZATION<br />
ENGAGING<br />
INTERACTIVE database<br />
EXPERIENCE<br />
web<br />
APPLICATIONS<br />
intuitive<br />
DESIGN<br />
object-<br />
ORIENTED<br />
PROGRAMMING<br />
userfriendly<br />
user<br />
A document<br />
INTERFACE<br />
CREATING<br />
EXPERIENCE OBJECT<br />
MODEL<br />
tables<br />
richMEDIA<br />
indexes<br />
INTERFACE<br />
DEPLOYMENT<br />
AUTHENTICATION<br />
security<br />
intuitive<br />
DESIGN<br />
object-<br />
ORIENTED<br />
PROGRAMMING<br />
database tables<br />
indexes<br />
APPLICATIONS<br />
INTERFACE<br />
document<br />
OBJECT<br />
MODEL<br />
CREAT<br />
A<br />
u<br />
E<br />
ri<br />
D<br />
AU
ion<br />
e<br />
RS<br />
ES<br />
ARCHITECTURE EXPERIENCE<br />
ORGANIZATION DEPLOYMENT EXPERIENCE PROGRAMMING MODEL<br />
DESIGN<br />
<strong>Areas</strong> <strong>of</strong> <strong>Focus</strong><br />
& DEVELOPMENT<br />
ENGAGING<br />
optimization database<br />
INTERACTIVE<br />
INTERFACE DESIGN EXPERIENCE<br />
& USABILITY<br />
SERVERS<br />
TECHNIQUES<br />
web<br />
APPLICATIONS<br />
WEB STANDARDS/FLASH/<br />
ACTIONSCRIPT 3.0<br />
database<br />
SERVERS<br />
DYNAMIC BACK-END<br />
DEVELOPMENT/WEBSITE<br />
DEVELOPMENT PROJECT<br />
Dynamic Back-end<br />
Development<br />
Organization is key to any website, but it’s not<br />
limited to what your site’s visitors see. You’ll need<br />
to develop a solid and robust back-end system that<br />
will deploy content from a database server and allow<br />
interaction between the hosting server and the user’s<br />
web browser.<br />
From logging into a secure area <strong>of</strong> a website, to<br />
searching for specifi c info on a web search engine<br />
like Google, to creating robust user search functions,<br />
dynamic back-end development plays an important<br />
role in developing web applications, particularly<br />
for mid-to-large-sized corporations. You’ll gain<br />
experience setting up thorough user-friendly systems<br />
while learning concepts like sessions and cookies,<br />
querying, authentication, security, and database<br />
tables with indexes.<br />
web<br />
richMEDIA<br />
information DATA<br />
ENGAGING<br />
INTERACTIVE<br />
DEPLOYMENT<br />
ARCHITECTURE<br />
APPLICATIONS<br />
EXPERIENCE<br />
AUTHENTICATION<br />
security<br />
optimization<br />
TECHNIQUES<br />
database<br />
SERVERS<br />
web<br />
APPLICATIONS<br />
DESIGN<br />
object-<br />
AUTHENTICATION<br />
ORIENTED<br />
PROGRAMMING<br />
ORGANIZATION<br />
database<br />
ENGAGING<br />
security<br />
INTERACTIVE<br />
AUTHENTICATION<br />
EXPERIENCE<br />
web<br />
APPLICATIONS<br />
Website Development Project<br />
Once you’ve mastered the design and coding<br />
concepts you need to build any kind <strong>of</strong> website, we’ll<br />
ask you to do just that. In the fi nal stage <strong>of</strong> the Web<br />
Design & Development program, you’ll need to use<br />
all your web development skills and techniques to<br />
defi ne your goals for an advanced website, plan its<br />
functionality and design, and then enter a production<br />
phase where you’ll create the entire site from start<br />
to fi nish.<br />
Our instructors will guide you throughout the<br />
process, critiquing your work and helping you create<br />
a fi nal project that utilizes your skills to the fullest.<br />
You’ll document every step <strong>of</strong> your work, and when<br />
it’s completed, you’ll present your fi nished website<br />
to your peers and instructors as an example <strong>of</strong><br />
exactly what you’re capable <strong>of</strong>.<br />
richMEDIA<br />
DEPLOYMENT<br />
tables<br />
indexes<br />
INTERFACE<br />
document database<br />
OBJECT CREATING<br />
userfriendly<br />
intuitive<br />
object- user<br />
MODEL A indexes<br />
INTERFACEdocument<br />
EXPERIENCE ORIENTED DESIGN<br />
OBJECT<br />
PROGRAMMING MODEL<br />
richMEDIA<br />
DEPLOYMENT<br />
security<br />
tables<br />
AUTHENTICATION<br />
security<br />
database<br />
objecttables<br />
indexes<br />
ORIENTED<br />
PROGRAMMING<br />
database tables<br />
indexes<br />
INTERFACE<br />
INTERFACE<br />
document<br />
OBJECT<br />
MODEL<br />
274 FULL SAIL UNIVERSITY<br />
WEB DESIGN & DEVELOPMENT | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 275
276<br />
Overview<br />
<strong>Full</strong> <strong>Sail</strong>’s Web Design & Development degree is<br />
a program equally divided between the artistic<br />
and aesthetic concerns <strong>of</strong> creating websites and<br />
the coding and programming needed to make them<br />
work. You’ll begin to unlock the secrets <strong>of</strong> web<br />
development in all <strong>of</strong> its forms by designing, coding,<br />
and publishing standards-based web content for<br />
a variety <strong>of</strong> formats. To make websites that are at<br />
their most dynamic and engaging, you’ll be using<br />
the most current tools <strong>of</strong> the trade, including XHTML,<br />
CSS, XML, Flash and ActionScript, server-side<br />
languages, database structures, and JavaScript.<br />
You’ll also learn to develop content for cell phones,<br />
PDAs, and other branches <strong>of</strong> the expanding realm<br />
<strong>of</strong> mobile devices. Each <strong>of</strong> your acquired skills will<br />
be used to create real-world projects and develop<br />
a well-rounded portfolio.<br />
In addition to giving you experience and assignments<br />
aimed at making you a well-rounded web designer,<br />
you’ll also have courses focusing on communication<br />
skills, English composition, pr<strong>of</strong>essional presentation,<br />
art history, and how to prepare yourself for that fi rst<br />
step into the web design and development industry.<br />
To help you make that transition, we’ve also got a<br />
team <strong>of</strong> Career Development pr<strong>of</strong>essionals that can<br />
help you polish your interviewing skills and résumé<br />
and get you ready to enter the industry. In addition,<br />
our Career Development services and advisors will be<br />
available for support and assistance throughout your<br />
career – not just during your education.<br />
Objective<br />
Our goal is to provide you with the focused<br />
knowledge and understanding <strong>of</strong> web development<br />
production needed to qualify for entry-level<br />
industry positions as web designers, developers,<br />
and programmers. Additional skills you acquire in<br />
customer relations, copyright law, and corporate<br />
branding will broaden your opportunities for a variety<br />
<strong>of</strong> positions in the industry.<br />
In addition to technical pr<strong>of</strong>i ciency and creative<br />
development, your education will help you develop<br />
critical thinking, problem solving, and analytical skills<br />
that contribute to life learning, providing you with tools<br />
to help sustain a long and productive pr<strong>of</strong>essional<br />
career in the entertainment and media industry.<br />
WEB DESIGN & DEVELOPMENT<br />
OVERVIEW & OBJECTIVE<br />
FULL SAIL UNIVERSITY<br />
WEB DESIGN & DEVELOPMENT | Bachelor Bachelor <strong>of</strong> Science Science Degree Program<br />
FULL SAIL UNIVERSITY 277
Web Design & Development<br />
Bachelor <strong>of</strong> Science Degree Program<br />
PROGRAM CORE<br />
Code Course Credit Hours<br />
DGT 241 Advanced Computer Graphics 4.00<br />
WDD 432 Advanced Database Structures 3.00<br />
WDD 442 Advanced Server-side Languages 4.00<br />
WDD 211 Applied Design Tools and Interfaces 4.00<br />
WDD 212 Concepts <strong>of</strong> Object-oriented Programming 3.00<br />
WDD 331 Database Structures 3.00<br />
WDD 462 Deployment <strong>of</strong> Flash Projects 7.00<br />
DGT 112 Designing Computer Graphics 4.00<br />
WDD 221 Designing for Web Standards 3.00<br />
WDD 332 Flash ActionScript Techniques 4.00<br />
WDD 231 Flash Design and Animation 4.00<br />
WDD 111 Flash Fundamentals 4.00<br />
WDD 471 Flex Frameworks 3.00<br />
PLA 2412 Intellectual Property and Law † 3.00<br />
WDD 342 Mobile Device Deployment 4.00<br />
WDD 121 Networks and Server Structures 4.00<br />
WDD 131 Principles <strong>of</strong> Production Process 3.00<br />
WDD 232 Rich Media Optimization 4.00<br />
WDD 343 Scripting for Web Applications I 4.00<br />
WDD 443 Scripting for Web Applications II 4.00<br />
WDD 353 Server-side Languages 4.00<br />
WDD 241 Streaming Media Servers 3.00<br />
WDD 142 Web Design Fundamentals 4.00<br />
Chronological Schedule by Months<br />
1 2 3 4 5 6 7<br />
ART HISTORY<br />
DESIGNING COMPUTER<br />
GRAPHICS<br />
ENGLISH COMPOSITION I COLLEGE MATHEMATICS<br />
ADVANCED COMPUTER<br />
GRAPHICS<br />
GEOMETRY &<br />
MEASUREMENT<br />
NETWORKS & SERVER<br />
STRUCTURES<br />
WEB INTERFACE<br />
& USABILITY<br />
APPLIED DESIGN TOOLS<br />
& INTERFACES<br />
PRINCIPLES OF<br />
PRODUCTION PROCESS<br />
WEB DESIGN<br />
FUNDAMENTALS WEB<br />
DESIGNING FOR<br />
WEB STANDARDS<br />
8 9 10 11 12 13 14<br />
FLASH FUNDAMENTALS<br />
FUNDAMENTALS<br />
OF PHYSICS<br />
FLASH DESIGN<br />
& ANIMATION<br />
CONCEPTS OF OBJECT-<br />
ORIENTED PROGRAMMING<br />
FLASH<br />
ACTIONSCRIPT<br />
TECHNIQUES DEPLOYMENT OF<br />
INTELLECTUAL<br />
PROPERTY & LAW<br />
FLASH PROJECTS<br />
SCRIPTING FOR WEB<br />
APPLICATIONS I<br />
FLEX<br />
FRAMEWORKS<br />
SCRIPTING FOR WEB<br />
APPLICATIONS II<br />
15 16 17 18 19 20 21<br />
ADVANCED SERVER-SIDE<br />
LANGUAGES<br />
ADVANCED DATABASE<br />
STRUCTURES<br />
RICH MEDIA<br />
OPTIMIZATION<br />
INTERPERSONAL<br />
COMMUNICATIONS<br />
HISTORY OF VISUAL<br />
COMMUNICATIONS<br />
STREAMING<br />
MEDIA SERVERS<br />
MOBILE DEVICE<br />
DEPLOYMENT WEB<br />
PSYCHOLOGY OF HUMAN<br />
INTERACTION<br />
WDD 482 Web Final Project I 3.00<br />
WDD 483 Web Final Project II 3.00<br />
WDD 141 Web Interface and Usability 3.00<br />
WDD 481 Web Project Preproduction 4.00<br />
WDD 354 Web Standards Project 4.00<br />
Totals: 104.00<br />
GENERAL EDUCATION<br />
Code Course Credit Hours<br />
ART 2006 Art History 4.00<br />
MGF 1213 College Mathematics † 4.00<br />
ENC 1101 English Composition I* † 4.00<br />
PHY 1000 Fundamentals <strong>of</strong> Physics † 4.00<br />
MTG 1205 Geometry and Measurement † 4.00<br />
VIC 2003 History <strong>of</strong> Visual Communications † 4.00<br />
SPC 2140 Interpersonal Communications* 4.00<br />
COM 2041 Psychology <strong>of</strong> Human Interaction † 4.00<br />
Totals: 32.00<br />
PROJECT<br />
PREPRODUCTION<br />
TOTAL CREDIT HOURS: 136<br />
TOTAL WEEKS: 84<br />
* These specific courses are <strong>of</strong>fered online. Please see course description for details.<br />
† These specific courses use the Florida Statewide Course Numbering System (SCNS).<br />
STANDARDS<br />
PROJECT<br />
SERVER-SIDE<br />
LANGUAGES<br />
DATABASE<br />
STRUCTURES<br />
WEB FINAL PROJECT I WEB FINAL PROJECT II<br />
Course Descriptions<br />
Program Core<br />
DGT 241<br />
Advanced Computer<br />
Graphics<br />
Advanced Computer Graphics is designed<br />
to teach students advanced levels <strong>of</strong> graphics<br />
creation through the use <strong>of</strong> s<strong>of</strong>tware programs<br />
that are used by design, animation, and<br />
interactive media companies worldwide. This<br />
course emphasizes raster graphic design from<br />
a web-specific point <strong>of</strong> view, and expands the<br />
knowledge <strong>of</strong> digital color models and image<br />
compositing techniques.<br />
278 FULL SAIL UNIVERSITY<br />
WEB DESIGN & DEVELOPMENT | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 279<br />
Course Outline<br />
Advanced Graphics Tools<br />
Advanced Color Models<br />
Layout and Composition<br />
Digital Imaging and Manipulation<br />
Image Optimization<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
WDD 432<br />
Advanced Database<br />
Structures<br />
The Advanced Database Structures<br />
Course continues instruction in database<br />
table structures and expands on the concepts<br />
taught in the Database Structures course.<br />
Students examine advanced database design in<br />
order to gain a full understanding <strong>of</strong> its nature<br />
and scope. This course emphasizes designing<br />
databases to create web applications that are<br />
frequently used within the industry.<br />
Course Outline<br />
Advanced Database Concepts<br />
Designing Advanced Database Structures<br />
Optimizing Techniques for<br />
Advanced Databases<br />
Integrating Databases with<br />
Server-side Applications<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
WDD 442<br />
Advanced Server-side<br />
Languages<br />
Advanced Server-side Languages<br />
reinforces and builds upon concepts and<br />
principles outlined in the Server-side<br />
Languages course. Students expand on the<br />
foundation concepts taught in that class by<br />
developing even more robust dynamic content<br />
and applications. This course teaches students<br />
how to write advanced code that will be used<br />
to create dynamic web applications that are<br />
frequently used within the industry.<br />
Course Outline<br />
Writing Organized and Readable Code<br />
Scripting Server-side Applications<br />
Integrating Applications with<br />
Database Structures<br />
Presentation <strong>of</strong> Application<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
WDD 211<br />
Applied Design<br />
Tools and Interfaces<br />
The Applied Design Tools and Interfaces<br />
Course focuses on combining the knowledge<br />
<strong>of</strong> graphic design s<strong>of</strong>tware with the theories<br />
<strong>of</strong> web usability and interface creation.<br />
Students use industry-standard graphic design<br />
applications and prototype interface designs<br />
while adhering to interface usability guidelines.<br />
This course explores functional interface<br />
theory and design principles for the web.<br />
Course Outline<br />
Design Concepts for Interfaces<br />
Creating Interface Graphics<br />
Working with Color<br />
Screen Design and Layout<br />
Web Accessibility<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
WDD 212<br />
Concepts <strong>of</strong> Object-oriented<br />
Programming<br />
The Concepts <strong>of</strong> Object-oriented<br />
Programming Course explores techniques<br />
used in Object-oriented Programming<br />
(OOP) languages. Students are introduced<br />
to the core OOP concepts <strong>of</strong> inheritance,<br />
encapsulation, and polymorphism. Students<br />
will also learn object model implementation<br />
<strong>of</strong> industry-standard techniques such as<br />
reusability and efficiency. This course looks<br />
at the principal advantages <strong>of</strong> object-oriented<br />
programming compared to procedural<br />
programming techniques.<br />
Course Outline<br />
Introduction to Objects<br />
Inheritance<br />
Polymorphism<br />
Encapsulation<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
WDD 331<br />
Database Structures<br />
The Database Structures Course<br />
focuses on the creation <strong>of</strong> databases and<br />
their comprising table structures. In this<br />
class students learn the benefits <strong>of</strong> creating<br />
database structures with regard to such<br />
concepts as storage anomalies and table<br />
normalization. Students also learn a Data<br />
Definition Language used to create their<br />
database structures. Developing a database<br />
for use with a server-side scripting language<br />
allows students to develop more robust web<br />
applications, as they are an integral part <strong>of</strong><br />
deploying dynamic web content for mid-tolarge-sized<br />
corporations.<br />
Course Outline<br />
Multi-tier Architectures<br />
Database Tables and Indexes<br />
Validation<br />
Authentication and Security<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
WDD 462<br />
Deployment <strong>of</strong><br />
Flash Projects<br />
In the Deployment <strong>of</strong> Flash Projects<br />
Course, all <strong>of</strong> the elements <strong>of</strong> Flash<br />
development come together, with an emphasis<br />
on the design and production <strong>of</strong> complex,<br />
interactive products. Students go through the<br />
process <strong>of</strong> producing an interactive media<br />
project from initial concept to final distribution.<br />
This course teaches skills required to produce<br />
an intricate Flash product and deliver it on<br />
multiple platforms, including the web and<br />
disc-based media.<br />
Course Outline<br />
Conceptualizing and Storyboarding<br />
Interface Design and Structure<br />
Asset Creation<br />
Asset Integration and Testing<br />
Final Publishing and Archiving<br />
Total credit hours 7.00<br />
Course length 4 weeks<br />
DGT 112<br />
Designing Computer<br />
Graphics<br />
The Designing Computer Graphics Course<br />
is designed to teach students basic levels <strong>of</strong><br />
graphics creation through the use <strong>of</strong> s<strong>of</strong>tware<br />
programs that are used by design, animation,<br />
and interactive media companies worldwide.<br />
This course emphasizes vector graphic design<br />
from a web-specific point <strong>of</strong> view, as students<br />
receive a thorough understanding <strong>of</strong> input/output<br />
techniques, color theory, and tools for graphic<br />
design, and image creation.<br />
Course Outline<br />
Vector Graphics Tools<br />
Color Models<br />
Vector Shading Techniques<br />
Designing with Vector Graphics<br />
Total credit hours 4.00<br />
Course length 4 weeks
Course Descriptions<br />
Program Core<br />
WDD 221<br />
Designing for<br />
Web Standards<br />
The Designing for Web Standards<br />
Course examines the process <strong>of</strong> creating<br />
functional standards-based content for the<br />
Internet. Students learn how to use CSS<br />
combined with XHTML and other standards<br />
to lay out web pages easily and effectively.<br />
This course explores web standards-based<br />
design for a slimmer, faster, and more flexible<br />
approach to designing for the web.<br />
Course Outline<br />
CSS Basics<br />
Selectors and Properties<br />
CSS and XHTML Elements<br />
Positioning and Graphics<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
WDD 332<br />
Flash ActionScript<br />
Techniques<br />
The Flash ActionScript Techniques<br />
Course focuses on extending the Flash<br />
application and production process<br />
for Internet-based content. Advanced<br />
programming techniques utilizing ActionScript,<br />
the Flash scripting language, are taught to<br />
facilitate Flash content delivery. Students will<br />
explore advanced interactivity by implementing<br />
complex scripting language constructs <strong>of</strong> the<br />
Flash authoring environment.<br />
Course Outline<br />
Extending the Flash ActionScript<br />
Object Model<br />
Advanced Programming Concepts<br />
in ActionScript<br />
Applying OOP for ActionScript<br />
Creating Applications with ActionScript<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
WDD 231<br />
Flash Design<br />
and Animation<br />
The Flash Design and Animation Course<br />
examines the process <strong>of</strong> designing and creating<br />
animated content for the web. Students receive<br />
extensive training using Flash s<strong>of</strong>tware and<br />
techniques related to the development <strong>of</strong> 2D<br />
design and animation. This course helps to<br />
develop students’ overall knowledge <strong>of</strong> the<br />
animation process including storyboards,<br />
design, animation, and output. Students also<br />
learn animation techniques that enable them to<br />
simulate real life motion and physics.<br />
Course Outline<br />
Project Workflow<br />
Flash Design Techniques<br />
Animation Techniques<br />
Final Output<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
WDD 111<br />
Flash Fundamentals<br />
The Flash Fundamentals Course explores<br />
basic techniques and concepts used in creating<br />
powerful, compelling, and highly interactive<br />
digital content for the Web. Students are<br />
introduced to the core concepts <strong>of</strong> Flash<br />
including the interface, drawing tools, and<br />
symbol creation. This course also examines<br />
basic ActionScript techniques such as<br />
variables, functions, and conditionals.<br />
Course Outline<br />
Flash Interface<br />
The Flash Timeline<br />
Symbols and Instances<br />
Importing into Flash<br />
ActionScript Basics and Movie Clips<br />
Publishing and Exporting<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
WDD 471<br />
Flex Frameworks<br />
The Flex Frameworks Course reinforces<br />
and builds upon ActionScript knowledge<br />
presented in the previous Flash platform<br />
courses. Students will explore the Flex SDK and<br />
will be introduced to the concepts <strong>of</strong> MXML<br />
including layout containers, data binding, and<br />
flash remoting. This course teaches students<br />
how to architect, develop, and deploy rich<br />
internet applications utilizing the open-source<br />
Flex Framework.<br />
Course Outline<br />
ActionScript and Flex Frameworks<br />
Flex Component Life-cycle<br />
Rich Internet Application Development<br />
MXML Syntax<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
PLA 2412<br />
Intellectual Property<br />
and Law †<br />
The Intellectual Property and Law Course<br />
is designed to introduce the student to general<br />
business practices including finance, accounting,<br />
insurance, taxes, management, marketing, and<br />
negotiation. Students are provided a foundation<br />
that addresses the complexities <strong>of</strong> intellectual<br />
property, copyright, and basic business and<br />
contract law. The impact and ways in which law<br />
has shaped our society are explored through the<br />
use <strong>of</strong> case studies.<br />
Course Outline<br />
Overview <strong>of</strong> the Industries<br />
Business Practices<br />
Intellectual Property<br />
Contracts<br />
Business Law<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
WDD 342<br />
Mobile Device Deployment<br />
The Mobile Device Deployment Course<br />
examines the practice <strong>of</strong> creating and<br />
delivering web content for mobile devices,<br />
including cell phones and PDA’s. Students<br />
go through the process <strong>of</strong> producing and<br />
optimizing Internet-based content that<br />
is compatible with various mobile device<br />
operating systems and mobile browsers. This<br />
course also explores current techniques for<br />
mobile web authoring including XHTML, CSS,<br />
DOM, and FlashLite.<br />
Course Outline<br />
Mobile Device Overview<br />
Using Web Standards for Mobile Devices<br />
FlashLite and Mobile Devices<br />
Optimizing for Mobile Devices<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
WDD 121<br />
Networks and<br />
Server Structures<br />
The Networks and Server Structures<br />
Course explores computer operations,<br />
networking, and storage options. Students<br />
examine various operating systems, CPU and<br />
peripheral uses, and networked computer<br />
environments and their protocols. This course<br />
presents knowledge about communications<br />
within single and multiple computers, network<br />
communications, and communication protocols.<br />
A history <strong>of</strong> both computers and the Internet is<br />
also explored.<br />
Course Outline<br />
Computer and Internet History<br />
Computers and Peripherals<br />
Operating Systems<br />
Networks and Protocols<br />
Network Management<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
WDD 131<br />
Principles <strong>of</strong><br />
Production Process<br />
The Principles <strong>of</strong> Production Process<br />
Course mirrors the workflow model used in<br />
pr<strong>of</strong>essional web development. Students work<br />
to define the scope <strong>of</strong> a project, including the<br />
range <strong>of</strong> assets needed to complete it, the<br />
technologies that will be used, and the time<br />
required to develop it to completion. This course<br />
presents the framework for a cohesive web<br />
workflow plan that will ensure the efficient and<br />
effective delivery <strong>of</strong> web development projects.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
280 FULL SAIL UNIVERSITY<br />
WEB DESIGN & DEVELOPMENT | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 281<br />
Course Outline<br />
Production Process Phases<br />
Creating Production Documentation<br />
Production Prototyping<br />
Delivery, Archiving, and Maintenance<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
WDD 232<br />
Rich Media Optimization<br />
The Rich Media Optimization Course<br />
teaches students current industry methods<br />
and techniques used to improve loading<br />
efficiency <strong>of</strong> bandwidth-intensive content for<br />
web delivery. Students explore optimizing highbandwidth<br />
content, such as digital video and<br />
audio, for deployment within a non-streaming<br />
server environment. In this course, students<br />
gain a thorough understanding <strong>of</strong> digital video<br />
and audio CODECs, along with target encoding<br />
rates, for optimal playback on the web.<br />
Course Outline<br />
Digital Audio and Video File Formats<br />
Digital Audio CODECs<br />
Digital Video CODECs<br />
Rich Media and Flash<br />
Optimization Settings and Buffering<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
WDD 343<br />
Scripting for<br />
Web Applications I<br />
The Scripting for Web Applications I<br />
Course trains students in the technologies<br />
used to create dynamic content for the Web<br />
using client-side scripting. Along with a clientside<br />
scripting language (JavaScript), students<br />
will explore using a combination <strong>of</strong> a valid<br />
markup language (XHTML), the presentation<br />
definition language (CSS), and the Document<br />
Object Model (DOM) to add dynamic behavior<br />
to a website using DHTML. This course focuses<br />
on the use <strong>of</strong> JavaScript to write functions that<br />
are embedded in or included from HTML pages<br />
and interact with the Document Object Model<br />
<strong>of</strong> the page to perform tasks not possible in<br />
HTML alone.<br />
Course Outline<br />
DHTML Technologies<br />
Document Object Model<br />
Detecting Browser Features<br />
Animation with DHTML<br />
Forms and Validation<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
WDD 443<br />
Scripting for<br />
Web Applications II<br />
The Scripting for Web Applications II<br />
Course continues teaching the client-side<br />
technologies used for creating dynamic<br />
content for the Web. Students in this course<br />
expand upon the knowledge they received in<br />
the Scripting for Web Applications I course by<br />
learning more advanced concepts <strong>of</strong> scripting<br />
languages such as JavaScript. Students will<br />
also explore new technologies to control the<br />
behavior <strong>of</strong> a web page that will not require<br />
client requests or hosting server interaction.<br />
Course Outline<br />
DHTML Technologies<br />
Document Object Model<br />
Detecting Browser Features<br />
Extending Browser Behavior<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
WDD 353<br />
Server-side Languages<br />
The Server-side Languages Course<br />
will examine the benefits <strong>of</strong> a server-side<br />
scripting language to heighten human computer<br />
interaction with web content. In this class<br />
students will learn how to take their existing<br />
knowledge <strong>of</strong> static-based web content and<br />
implement a server-side scripting language<br />
to develop a more robust web application. By<br />
implementing server-side languages within<br />
standards compliant XHTML web pages,<br />
students will be able to deploy dynamic content<br />
to further the level <strong>of</strong> interaction between<br />
client and server communication.<br />
Course Outline<br />
Control Structures<br />
Variables<br />
Object-oriented Programming<br />
Querying<br />
Sessions and Cookies<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
WDD 241<br />
Streaming Media Servers<br />
The Streaming Media Servers Course<br />
explores the technologies used to deliver media<br />
data over a network as a steady continuous<br />
stream, allowing playback to proceed while<br />
it is being received. Emphasis is placed on<br />
understanding the delivery system properties<br />
and protocols. Using current industry<br />
techniques, students learn how to deliver live<br />
or prerecorded rich media content in real time<br />
over the Internet. This course covers streaming<br />
media file formats, streaming media server<br />
protocols, and streaming media clients.<br />
Course Outline<br />
Streaming Media File Formats<br />
Streaming Media Protocols<br />
Streaming Media Clients<br />
Deploying Streaming Media<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
WDD 142<br />
Web Design<br />
Fundamentals<br />
The Web Design Fundamentals Course<br />
examines the process <strong>of</strong> creating functional,<br />
standards-based content for the Internet.<br />
Students learn how to use XML and XHTML<br />
along with other standards to develop websites.<br />
This course explores using eXtensible<br />
HyperText Markup Language (XHTML) elements<br />
correctly to ensure that web page markup is<br />
compact and more easily understood.<br />
Course Outline<br />
HTML<br />
Graphics and the Web<br />
Validation and Doc Types<br />
XML and XHTML<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
WDD 482<br />
Web Final Project I<br />
The Web Final Project I Course is the first<br />
<strong>of</strong> two courses that serve as the culmination<br />
<strong>of</strong> skills developed during the Web Design &<br />
Development Program. Students are tasked<br />
with creating an advanced website, which<br />
was defined within the Web Final Project<br />
Preproduction course. During the independent<br />
study component <strong>of</strong> the course, faculty<br />
evaluate the completeness <strong>of</strong> each student’s<br />
progress. Evaluation <strong>of</strong> each student’s<br />
successful completion <strong>of</strong> the course is<br />
based on completed milestones, the website<br />
production, and the website documentation.<br />
Course Outline<br />
Project Management<br />
Interface Design<br />
Asset Creation<br />
Asset Integration and Testing<br />
Milestone Delivery<br />
Total credit hours 3.00<br />
Course length 4 weeks
Course Descriptions<br />
Program Core General Education<br />
WDD 483<br />
Web Final Project II<br />
The Web Final Project II Course is<br />
the second <strong>of</strong> two courses that serve as<br />
the culmination <strong>of</strong> skills developed during<br />
the Web Design & Development Program.<br />
Students continue creating an advanced<br />
website, which was defined within the Web<br />
Final Project Preproduction course. During<br />
the independent study component <strong>of</strong> the<br />
course, faculty evaluate the completeness <strong>of</strong><br />
each student’s progress. Evaluation <strong>of</strong> each<br />
student’s successful completion <strong>of</strong> the course<br />
is based on the completed website, the website<br />
presentation, and the website documentation.<br />
Course Outline<br />
Project Management<br />
Interface Design<br />
Asset Creation<br />
Asset Integration and Testing<br />
Final Publishing and Archiving<br />
Project Presentation<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
WDD 141<br />
Web Interface<br />
and Usability<br />
The Web Interface and Usability<br />
Course teaches students the concepts<br />
and strategies needed to create successful<br />
web interfaces. In this course, students<br />
examine the foundation <strong>of</strong> creating logical,<br />
intuitive, and clear web interfaces used by<br />
companies worldwide. This course examines<br />
design principles relating from usability,<br />
visualization, and functionality constructs.<br />
Course Outline<br />
Interface Usability Concepts<br />
Interface Visualization Elements<br />
Interface Functionality<br />
Interface Accessibility<br />
Total credit hours 3.00<br />
Course length 4 weeks<br />
WDD 481<br />
Web Project<br />
Preproduction<br />
In the Web Project Preproduction Course,<br />
students identify and plan the scope <strong>of</strong> their<br />
final project, including the concept, design,<br />
and production pace. Students expand on the<br />
preproduction methods learned in the Principles<br />
<strong>of</strong> Production Process course by creating<br />
the necessary preproduction documentation<br />
to ensure a successful delivery <strong>of</strong> their final<br />
project. By the end <strong>of</strong> the course, students will<br />
have an intimate knowledge <strong>of</strong> the requirements<br />
needed to complete their final project.<br />
Course Outline<br />
Creating the Project Treatment<br />
Developing the Production Timeline<br />
Creating the Flowchart<br />
Storyboarding<br />
Identifying Assets<br />
Setting Design Standards<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
WDD 354<br />
Web Standards Project<br />
The Web Standards Project Course<br />
examines the process <strong>of</strong> implementing<br />
applications to create a functional, standardsbased<br />
project for the Internet. Students build<br />
upon concepts introduced in the Web Design<br />
Fundamentals, Designing for Web Standards,<br />
and Principles <strong>of</strong> Production Process courses<br />
related to the production process and<br />
standards-based web deployment. Students<br />
learn how to utilize Web Standards-based<br />
design, including CSS and XHTML, combined<br />
with a pr<strong>of</strong>essional web development workflow<br />
model to create an efficient and effective web<br />
project. This course explores developing a<br />
Web Standards-based project while following<br />
a proven production process to ensure<br />
successful delivery.<br />
Course Outline<br />
Preproduction<br />
Asset Creation<br />
Asset Optimization<br />
Asset Integration and Testing<br />
Project Delivery and Archiving<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ART 2006<br />
Art History<br />
The Art History Course introduces students<br />
to selected monuments <strong>of</strong> art and architecture in<br />
the Western tradition – from the Greco-Roman<br />
era to the 20th Century – studied in relation<br />
to the intellectual background <strong>of</strong> the ages and<br />
civilizations that produced them. Lectures<br />
accompanied by various visual mediums will<br />
propagate discussions <strong>of</strong> assigned readings<br />
in philosophical, religious, scientific, political,<br />
literary, and artistic contexts.<br />
Course Outline<br />
Ancient Art<br />
Medieval and Renaissance Art<br />
Modern Art<br />
Post-modern Art<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
MGF 1213<br />
College Mathematics †<br />
The College Mathematics Course is<br />
designed to enable students to build skills<br />
and confidence in algebra that are required to<br />
succeed in future math and core courses. Firsttime<br />
algebra students or those needing a review<br />
will begin with basic concepts and build upon<br />
these ideas by completing work that uses algebra<br />
in practical situations.<br />
Course Outline<br />
Review <strong>of</strong> Basic Arithmetic<br />
Operations with the Real Number System<br />
Measurement and Number Systems<br />
Exponents & Radical Expressions<br />
Linear Equations & Inequalities<br />
Graphing<br />
Proportions, Formulas, and Word Problems<br />
Introductory Statistics and Probability<br />
Business Applications and<br />
Mathematical Models<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
ENC 1101<br />
English Composition I* †<br />
The English Composition I Course is<br />
designed to introduce students to the writing<br />
process. Special attention is given to selecting<br />
and refining topics, identifying the audience,<br />
developing a purpose, and formulating thesis<br />
statements. Grammatical conventions and their<br />
applications are heavily stressed. Students in<br />
this course learn to compose mature, logical<br />
sentences, and paragraphs in order to create<br />
rhetorical cohesion.<br />
Course Outline<br />
Invention and Drafting<br />
Revising and Editing<br />
Grammar<br />
Essay Structure<br />
Audience Awareness<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
PHY 1000<br />
Fundamentals <strong>of</strong> Physics †<br />
The Fundamentals <strong>of</strong> Physics Course<br />
teaches students how to understand the world<br />
through physics. Real-world phenomena such<br />
as light, mechanics, motion, collisions, and<br />
magnetism are introduced. Emphasis is placed<br />
on how problems, in describing nature, are<br />
approached in terms <strong>of</strong> physical theories and<br />
mathematical formulae.<br />
Course Outline<br />
Kinematics<br />
Motion<br />
Energy and Mechanics<br />
Electricity and Magnetism<br />
Electromagnetic Spectrum<br />
Survey <strong>of</strong> Light<br />
Physical Theories and Formulae<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
MTG 1205<br />
Geometry and<br />
Measurement †<br />
The Geometry and Measurement Course<br />
teaches students a wide spectrum <strong>of</strong> geometric<br />
concepts that are designed to build upon<br />
the math learned in earlier coursework. The<br />
curriculum will emphasize Euclidean geometry<br />
and its relationship to logic, analytic geometry,<br />
and trigonometry. The pro<strong>of</strong>s, measurements,<br />
constructions, graphs, and problems involve<br />
lines, planes, angles, triangles, circles,<br />
polygons, polyhedrons, prisms, cylinders,<br />
spheres, areas and volumes. Students will<br />
develop their knowledge <strong>of</strong> geometry, analytic<br />
geometry, and trigonometry through problemsolving,<br />
calculation, and exploration <strong>of</strong> logic.<br />
† This specific course uses the Florida Statewide Course Numbering System (SCNS).<br />
282 FULL SAIL UNIVERSITY<br />
WEB DESIGN & DEVELOPMENT | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 283<br />
Course Outline<br />
A Brief History <strong>of</strong> Geometry<br />
Inductive and Deductive Reasoning<br />
Foundations <strong>of</strong> Geometry<br />
Triangles<br />
Parallel Lines and Polygons<br />
Quadrilaterals<br />
Similar Triangles and the Pythagorean<br />
Theorem<br />
Circles<br />
<strong>Areas</strong> <strong>of</strong> Polygons and Circles<br />
Solid Geometry<br />
Analytic Geometry<br />
Trigonometry<br />
Polar Coordinate System<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
VIC 2003<br />
History <strong>of</strong> Visual<br />
Communications †<br />
The History <strong>of</strong> Visual Communications<br />
Course presents an historic account <strong>of</strong><br />
humanity’s communicating life events though<br />
visual arts. Starting with cave drawings,<br />
stories and ideas have been presented and<br />
told using visual techniques. As time passes<br />
and society changes, avant-garde artists and<br />
scientists have pushed the envelope <strong>of</strong> their<br />
respective disciplines and brought about the<br />
dissolution <strong>of</strong> boundaries that traditionally exist<br />
between the artistic and media. In the past<br />
25 years, the intersection <strong>of</strong> art and humancomputer<br />
interactivity has emerged as a mass<br />
medium, triggering new forms <strong>of</strong> artistic,<br />
entertainment, and educational content. The<br />
student will follow the evolution <strong>of</strong> the various<br />
convergent disciplines, setting up a forum for<br />
informed discussions about the implications for<br />
the future.<br />
Course Outline<br />
Art as a Communication Tool<br />
Human Interfaces<br />
Historical References<br />
Artist Tools<br />
Future Applications and Implications<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
* This course is only <strong>of</strong>fered online. It is conducted over the <strong>Full</strong> <strong>Sail</strong> Online Learning Environment – a web-based platform<br />
which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the<br />
Internet. Completion <strong>of</strong> the course is based on participation and successful completion <strong>of</strong> assignments.<br />
SPC 2140<br />
Interpersonal<br />
Communications*<br />
The Interpersonal Communication<br />
Course examines the nature <strong>of</strong> the<br />
communication process, variables affecting<br />
the process, and the individuals involved.<br />
Additionally, this course includes individual<br />
analysis <strong>of</strong> behavior processes that may impede<br />
and/or enhance communication processes.<br />
Topics include perception, nonverbal<br />
behavior, persuasive communication, identity<br />
management, intercultural communication<br />
and computer mediated communication. This<br />
course also enhances students’ ability to<br />
analyze and evaluate information.<br />
Course Outline<br />
Assessment and Evaluation<br />
Research and Planning<br />
Writing Résumés and Other Documents<br />
Networking and Interviewing<br />
Total credit hours 4.00<br />
Course length 4 weeks<br />
COM 2041<br />
Psychology <strong>of</strong><br />
Human Interaction †<br />
The Psychology <strong>of</strong> Human Interaction<br />
Course studies the dynamics <strong>of</strong> interpersonal<br />
relationships. This involves working with, and<br />
hopefully getting along with other people. In<br />
this course, students explore the different<br />
types <strong>of</strong> relationships and the problems that<br />
can occur when working with others, and<br />
learn tools to help manage those relationships<br />
and activities.<br />
Course Outline<br />
Teams and Teamwork<br />
Communication<br />
Power<br />
Decision-making<br />
Leadership<br />
Total credit hours 4.00<br />
Course length 4 weeks
Extended<br />
Studies in the<br />
Media<br />
Arts<br />
The program is <strong>of</strong>fered in addition to the Degree Programs and<br />
is available to any <strong>Full</strong> <strong>Sail</strong> graduate in good standing. Upon<br />
successful completion <strong>of</strong> the Extended Studies in the Media<br />
Arts program, a certifi cate is issued. These studies represent<br />
<strong>Full</strong> <strong>Sail</strong>’s effort to continue the expansion <strong>of</strong> educational services<br />
to our students and the industry.<br />
284 FULL SAIL UNIVERSITY<br />
INTERNSHIP 285<br />
Internship<br />
The Internship Course, combined with<br />
<strong>Full</strong> <strong>Sail</strong>’s Career Development Department, is<br />
specifically tailored to further prepare degree<br />
students for the careers <strong>of</strong> their choice. <strong>Full</strong><br />
<strong>Sail</strong> works with numerous entertainment media<br />
facilities that participate in the Internship Course<br />
and a Career Development Advisor works directly<br />
with host facilities to make sure participants gain<br />
practical experience and on-the-job training.<br />
Besides the many obvious advantages <strong>of</strong> gaining<br />
working experience in a real world situation,<br />
a successful internship gives graduates a<br />
pr<strong>of</strong>essional reference which can be very<br />
beneficial when seeking employment.<br />
Course Outline<br />
Career Consultation and<br />
Interview Techniques<br />
Résumé Review and Employment Tactics<br />
Internship<br />
Total credit hours 5.73<br />
Course length 6 weeks<br />
Internship<br />
Course Objective<br />
To give students the opportunity to put all<br />
that they have learned into practice during<br />
a six-week, comprehensive, hands-on<br />
working experience in a real world production<br />
environment. Graduates gain a solid<br />
understanding <strong>of</strong> their chosen field in the<br />
media industry.<br />
Note: Students must graduate from a <strong>Full</strong> <strong>Sail</strong><br />
Degree Program before applying for an<br />
Internship. A certificate is awarded upon<br />
successful completion <strong>of</strong> the Extended Studies<br />
in the Media Arts program.
Degree<br />
Programs<br />
Online<br />
At <strong>Full</strong> <strong>Sail</strong> <strong>University</strong>, we’ve taken our decades <strong>of</strong><br />
experience in providing innovative and immersive<br />
education and created an intuitive and engaging online<br />
education platform that’s based on three fundamentals:<br />
A Human Approach<br />
One <strong>of</strong> the foundations <strong>of</strong> our approach is to keep you<br />
connected to people, so you’ll have one-click access<br />
to instructors, exclusive guest lectures, and intuitive,<br />
collaborative tools that enable you to meet, share,<br />
and receive feedback from your fellow students.<br />
Innovative Curriculum<br />
From video, animation, and podcasts to more<br />
traditional lectures and essay assignments, we’ve<br />
developed extensive original and engaging content<br />
that allows us to challenge and inspire students.<br />
Your Mac<br />
All <strong>Full</strong> <strong>Sail</strong> Online students are provided with an<br />
Apple MacBook Pro notebook computer loaded with<br />
powerful s<strong>of</strong>tware, all at a deep institutional discount.<br />
Your Mac is integrated into your curriculum, allowing<br />
you to utilize the power <strong>of</strong> Apple technology to create<br />
music, fi lm, games, animation, design, and more.<br />
Bachelor’s<br />
COMPUTER ANIMATION<br />
Bachelor <strong>of</strong> Science Degree Program<br />
Students in the Computer Animation Bachelor’s Degree Program learn<br />
the technical and creative processes used to develop content for games,<br />
television, feature films, and more. The curriculum blends traditional art with<br />
the latest technology in specialized classes that cover 2D and 3D animation,<br />
lighting and shading for games, production modeling, character animation<br />
and rigging, and portfolio creation.<br />
CREATIVE WRITING FOR ENTERTAINMENT<br />
Bachelor <strong>of</strong> Fine Arts Degree Program<br />
Students in the Creative Writing for Entertainment bachelor’s degree program<br />
explore the integral role that writing plays in a variety <strong>of</strong> different media in the<br />
entertainment industry, including film, television, gaming, animation, and<br />
more. The program’s courses focus on essential creative writing concepts<br />
such as storyboarding and scriptwriting, the exploration <strong>of</strong> genres and literary<br />
devices, and transmedia storytelling.<br />
DIGITAL CINEMATOGRAPHY<br />
Bachelor <strong>of</strong> Science Degree Program<br />
The Digital Cinematography bachelor’s degree program is designed to give<br />
students the tools and skills needed to become digital asset creators for<br />
media such as broadcast, web design, independent film, and other forms<br />
<strong>of</strong> production that utilize visual components. Throughout the course <strong>of</strong><br />
the program, students learn to shoot and edit digital films, commercials,<br />
documentaries, webcasts, and more.<br />
ENTERTAINMENT BUSINESS<br />
Bachelor <strong>of</strong> Science Degree Program<br />
The Entertainment Business Bachelor’s Degree is a comprehensive business<br />
program that combines core courses in subjects like management, marketing,<br />
and statistics, with more advanced topics like data analysis, as well as<br />
entertainment specific courses like artist management, entertainment media<br />
distribution, and intellectual property. The program also requires students<br />
to develop a business proposal unique to their interests and develop it from<br />
start to finish.<br />
GAME ART<br />
Bachelor <strong>of</strong> Science Degree Program<br />
Artists in the video game industry require a unique set <strong>of</strong> design skills,<br />
and our online Game Art Bachelor’s Degree Program teaches students<br />
the same processes used to create high-resolution graphics for consoles<br />
and computers. Through our online platform you’ll learn such production<br />
fundamentals as character animation, rigging, shading and lighting, texturing,<br />
and modeling – giving you the focused knowledge to start a pr<strong>of</strong>essional<br />
career developing assets for the next generation <strong>of</strong> video games.<br />
GAME DESIGN<br />
Bachelor <strong>of</strong> Science Degree Program<br />
The online Game Design Bachelor’s Degree Program develops a student’s<br />
skills as a creative storyteller by teaching the production processes and design<br />
tools used to produce content for consoles, cell phones, and other emerging<br />
gaming platforms. The curriculum recreates the same kind <strong>of</strong> production<br />
methods used at pr<strong>of</strong>essional gaming studios, with students collaborating<br />
with their peers on character sketches, level design, story development,<br />
gameplay mechanics, and other creative elements that they’ll apply to a<br />
complete game prototype based on their original designs.<br />
GRAPHIC DESIGN<br />
Bachelor <strong>of</strong> Science Degree Program<br />
The Graphic Design Bachelor’s Degree gives students an in-depth look at<br />
the design industry, including print publishing, package design, and website<br />
interfaces. This degree program prepares students to enter the industry with<br />
the ability to meet client demands and work under hard deadlines while still<br />
producing creative results.<br />
INTERNET MARKETING<br />
Bachelor <strong>of</strong> Science Degree Program<br />
The Internet Marketing Bachelor’s Degree Program explores the constantly<br />
evolving world <strong>of</strong> integrated multi-channel marketing and its impact on the<br />
21st century’s most successful businesses. Students in this program study<br />
online branding, e-commerce, search engine optimization, social media,<br />
and the psychology <strong>of</strong> the online consumer.<br />
MOBILE DEVELOPMENT<br />
Bachelor <strong>of</strong> Science Degree Program<br />
The Mobile Development bachelor’s degree program teaches the<br />
programming and design fundamentals needed to develop interactive content<br />
for a variety <strong>of</strong> different mobile platforms. Students in the program learn<br />
programming languages used throughout the industry, including JavaScript,<br />
PHP, and XHTML, as well as specialized development kits for mobile platforms<br />
like iOS and Android.<br />
MUSIC BUSINESS<br />
Bachelor <strong>of</strong> Science Degree Program<br />
The Music Business Bachelor’s Degree combines a sound business<br />
education with the specific skills necessary to find success in the unique<br />
world <strong>of</strong> the music industry. In addition to fundamental business courses<br />
like marketing, finance, and accounting, students will also learn about<br />
artist development, music distribution, record label development, contract<br />
negotiations, and more.<br />
MUSIC PRODUCTION<br />
Bachelor <strong>of</strong> Science Degree Program<br />
The Music Production Bachelor <strong>of</strong> Science Degree Program gives students the<br />
tools needed to pursue a career writing and producing music for all types <strong>of</strong><br />
media. Classes focus on music composition, arranging, theory, history, and<br />
ear training, as well as the technical recording process. Students develop a<br />
Digital Portfolio showcasing their work and learn to effectively market their<br />
talents to the entertainment and media industry.<br />
SPORTS MARKETING & MEDIA<br />
Bachelor <strong>of</strong> Science Degree Program<br />
Students in the Sports Marketing & Media bachelor’s degree program develop<br />
an understanding <strong>of</strong> content creation and marketing principles as they relate<br />
to the world <strong>of</strong> sports within the entertainment industry. The program’s<br />
courses cover concepts such as global sports marketing strategies, sales<br />
and sponsorships, law and contracts, and licensing.<br />
WEB DESIGN & DEVELOPMENT<br />
Bachelor <strong>of</strong> Science Degree Program<br />
<strong>Full</strong> <strong>Sail</strong>’s Web Design & Development Bachelor’s degree program<br />
immerses students in one <strong>of</strong> the most rapidly developing industries in<br />
our society. The program delivers a holistic look at website production<br />
by balancing the aesthetic and usability concerns <strong>of</strong> web design with the<br />
programming fundamentals necessary to create an engaging and<br />
effective Internet presence.<br />
CREATIVE WRITING<br />
Master <strong>of</strong> Fine Arts Degree Program<br />
The Creative Writing Master <strong>of</strong> Fine Arts Degree Program teaches students<br />
how to develop compelling narratives for entertainment media. Concepts<br />
explored include visual storytelling, character development, screenwriting<br />
and storyboarding for a variety <strong>of</strong> media, including film, video games,<br />
television, animation, and gaming. Graduates leave the program with<br />
compelling, diverse portfolios – and the knowledge and skills needed to<br />
enter the exciting field <strong>of</strong> entertainment media.<br />
EDUCATION MEDIA DESIGN & TECHNOLOGY<br />
Master <strong>of</strong> Science Degree Program<br />
The Education Media Design & Technology Master’s Degree Program<br />
is designed to provide teachers and corporate trainers with 21st century<br />
skills to reach 21st century learners. Innovative courses teach students<br />
in this program how to inspire their learners through the implementation<br />
<strong>of</strong> entertainment media concepts and tools – from podcasts to video content<br />
to innovative online learning systems and more.<br />
ENTERTAINMENT BUSINESS<br />
Master <strong>of</strong> Science Degree Program<br />
The Entertainment Business Master’s Degree Program is designed to give<br />
students flexibility to take their careers to new heights. This comprehensive<br />
program will take students through high-level business courses in<br />
leadership, brand development, negotiation, Internet marketing, and more,<br />
culminating in the completion <strong>of</strong> two academic capstone projects – a<br />
pr<strong>of</strong>essional Leadership Portfolio and a Business Plan Thesis.<br />
The Entertainment Business Master’s Program may also be taken with an<br />
optional Sports Management Elective Track, designed to address specific<br />
issues encountered in the business side <strong>of</strong> the sports world.<br />
INTERNET MARKETING<br />
Master <strong>of</strong> Science Degree Program<br />
The Internet Marketing Master’s Degree Program provides an advanced<br />
look at the strategic power and numerous opportunities found within<br />
the field <strong>of</strong> multi-channel marketing by taking students through in-depth<br />
research projects, advanced academic studies, and a Final Project/Thesis<br />
that will prepare them to strategically implement their own cohesive and<br />
comprehensive Internet marketing campaign.<br />
MEDIA DESIGN<br />
Master <strong>of</strong> Fine Arts Degree Program<br />
The Media Design Master <strong>of</strong> Fine Arts program prepares students for the<br />
world <strong>of</strong> visual design and the role that it plays in delivering a company’s<br />
message. Students learn the creative production and project management<br />
skills used at successful studios – covering everything from print and graphic<br />
design to television and the web. Students also study concepts such as<br />
brand development, design strategy, and production workflow, as they learn<br />
how to utilize artistic design skills and channel them into different projects.<br />
NEW MEDIA JOURNALISM<br />
Master <strong>of</strong> Arts Degree Program<br />
The New Media Journalism master’s degree program provides students with<br />
a curriculum that combines the concepts <strong>of</strong> traditional journalism with the<br />
new opportunities afforded by advances in communication technology. Over<br />
the course <strong>of</strong> the program, students explore the advanced skills required for<br />
reporting in the digital era.<br />
286 FULL SAIL UNIVERSITY<br />
DEGREE PROGRAMS PROGRAMS ONLINE 287<br />
Master’s<br />
Visit online.fullsail.edu<br />
for more information
General<br />
Information<br />
288 FULL SAIL UNIVERSITY<br />
GENERAL DEGREE INFORMATION<br />
PROGRAMS 289
Admissions<br />
Requirements for Admission<br />
Applicants must submit the following to be considered for admission:<br />
• Application for Admission—Applicants must submit the<br />
completed application and fulfi ll all the requirements therein.<br />
• $75.00 application fee—The application fee must be<br />
submitted with the application. The application and application<br />
fee may be submitted prior to submission <strong>of</strong> the following<br />
supporting documents.<br />
• Offi cial Final High School Transcript, or GED—GED must be<br />
approved by your state’s Department <strong>of</strong> Education.<br />
» <strong>Full</strong> <strong>Sail</strong> requires that all applicants have completed high<br />
school and received a standard high school diploma or have<br />
passed the GED. High school seniors may still apply with<br />
a copy <strong>of</strong> their <strong>of</strong>fi cial high school transcripts. Accepted<br />
applicants must provide a copy <strong>of</strong> their <strong>of</strong>fi cial fi nal high school<br />
transcripts or GED before beginning any degree program.<br />
• Two Letters <strong>of</strong> Recommendation— It is strongly recommended<br />
that you provide two letters. They may be written by a teacher,<br />
guidance counselor, employer, community leader, family member,<br />
or friend. These letters should address the applicant’s character,<br />
motivation, creativity, and academic achievement.<br />
NOTE: ALL REQUIRED DOCUMENTATION THAT IS NOT IN ENGLISH MUST BE ACCOMPANIED BY<br />
A CERTIFIED ENGLISH TRANSLATION. IF NATIVE LANGUAGE IS OTHER THAN ENGLISH,<br />
VERIFICATION OF LANGUAGE PROFICIENCY IS REQUIRED.<br />
Computer Animation and Game Art Bachelor <strong>of</strong> Science Degree<br />
Program applicants should possess artistic skills. Traditional art classes<br />
are recommended prior to entering the program. A foundation <strong>of</strong><br />
sketching, sculpting, and painting are important for the animation<br />
industry and are essential in developing the 3D artist.<br />
Game Development Bachelor <strong>of</strong> Science Degree Program applicants<br />
must meet specifi c eligibility requirements by demonstrating a<br />
minimum foundation in Algebra II. Advanced math classes such<br />
as precalculus and trigonometry are strongly recommended.<br />
Introductory programming classes are also recommended.<br />
Acceptance into the Degree Program is based upon successful<br />
completion <strong>of</strong> a skills assessment test covering advanced<br />
mathematical concepts, administered prior to beginning class.<br />
Applicants may request a Math Self-Evaluation from the Admissions<br />
Department to help them prepare for the skills assessment test.<br />
Applicants wishing to transfer credits toward the completion <strong>of</strong> the<br />
Entertainment Business and Music Business Bachelor <strong>of</strong> Science<br />
Degree Program must possess one <strong>of</strong> the following to be eligible:<br />
• An associate’s, or higher level degree from another accredited<br />
postsecondary educational institution recognized by the U.S.<br />
Department <strong>of</strong> Education, which is related to the educational<br />
program objectives <strong>of</strong> the Entertainment Business and Music<br />
Business Bachelor <strong>of</strong> Science Degree, with a transfer academic<br />
average <strong>of</strong> 2.0 minimum GPA. A copy <strong>of</strong> <strong>of</strong>fi cial transcripts is<br />
required. Transcripts are required to include graduation date, fi nal<br />
GPA, and degree earned. Eligible applicants will be required to<br />
complete three additional <strong>Full</strong> <strong>Sail</strong> courses: College Mathematics,<br />
Computer Science and Internet, and Introduction to Media Arts.<br />
• A <strong>Full</strong> <strong>Sail</strong> Associate or Bachelor <strong>of</strong> Science Degree with a<br />
minimum cumulative GPA <strong>of</strong> 2.0.<br />
Graduate School applicants must possess one <strong>of</strong> the following to<br />
be eligible:<br />
• A <strong>Full</strong> <strong>Sail</strong> Bachelor <strong>of</strong> Science Degree with a minimum<br />
cumulative GPA <strong>of</strong> 2.5.<br />
• A baccalaureate or higher level degree from another accredited<br />
postsecondary educational institution recognized by the U.S.<br />
Department <strong>of</strong> Education. Degree held must be <strong>of</strong> similar scope<br />
and subject matter as to prepare applicants for the educational<br />
program objectives <strong>of</strong> the Graduate School Degree Program, with<br />
a transfer academic average <strong>of</strong> 2.5. Applicants who meet these<br />
criteria will be considered for admission pending an evaluation<br />
<strong>of</strong> a copy <strong>of</strong> <strong>of</strong>fi cial transcripts. Transcripts are required to include<br />
graduation date, fi nal GPA and degree earned. A copy <strong>of</strong> <strong>of</strong>fi cial<br />
high school transcripts or GED is not required.<br />
International Applicants<br />
International applicants must meet the standard admission<br />
requirements and provide the following:<br />
• Language Pr<strong>of</strong>i ciency - Applicants whose native language is<br />
not English must demonstrate the required level <strong>of</strong> language<br />
pr<strong>of</strong>i ciency by providing documentation <strong>of</strong> one <strong>of</strong> the following:<br />
TOEFL (Test <strong>of</strong> English as a Foreign Language)<br />
» Paper and pencil test: minimum score accepted is 550<br />
» Computer-based test; minimum score accepted is 213<br />
» New internet-based test; minimum score accepted is 79<br />
IELTS (International English Language Testing System)<br />
» The minimum required score is 6<br />
• Financial Guarantee - must be provided to verify available funding<br />
for tuition and related expenses for the duration <strong>of</strong> the chosen<br />
degree program.<br />
• Foreign School Credentials - must be submitted to an outside<br />
evaluation service for determination <strong>of</strong> U.S. equivalency. Please<br />
contact your Admissions Representative or an International<br />
Liaison for recommended evaluation services.<br />
• English Translation - any documentation not in English must be<br />
accompanied by a certifi ed English translation.<br />
• Obtain Visa - applicants for a campus-based degree program<br />
are required to obtain the proper student visa. (not required for<br />
online-based degree programs)<br />
In an effort to minimize costs due to international currency exchange<br />
and bank surcharges, a wire transfer or a credit card is recommended<br />
for payment <strong>of</strong> all fees, deposits and tuition for International applicants<br />
and students. Regardless <strong>of</strong> payment method, all fees must be paid in<br />
United States currency. Please contact <strong>Full</strong> <strong>Sail</strong>’s International Liaison<br />
for details.<br />
NOTE: REQUIREMENTS FOR ADMISSION APPLY EQUALLY TO ALL APPLICANTS WITHOUT REGARD<br />
TO RACE, COLOR, NATIONAL ORIGIN, SEX, DISABILITY, AGE, SEXUAL ORIENTATION, OR<br />
MARITAL STATUS.<br />
Information regarding Services for Students with Disabilities in the<br />
classroom can be found in the student services section <strong>of</strong> the catalog.<br />
Admission Application Process<br />
The Admissions Department is prepared to assist with completing the<br />
application process. To apply simply:<br />
• Complete an interview with your Admissions Representative.<br />
• Complete the Application for Admission.<br />
• Submit completed application along with $75 application fee.<br />
• To reserve a seat for a campus degree start date, a $200 deposit<br />
is required.<br />
• If applying for additional degree programs, a $200 deposit is<br />
required for each additional program.<br />
Applicants will be notifi ed in writing in regards to acceptance upon<br />
completion and review <strong>of</strong> all required documents. The application fee<br />
and deposit(s) are credited to the cost <strong>of</strong> tuition but are not covered by<br />
fi nancial aid. All deposits are fully refundable.<br />
Transfer Credit<br />
Students who have applied to <strong>Full</strong> <strong>Sail</strong> may request credit for<br />
previous education. To be eligible for transfer credit, applicants<br />
must have successfully completed courses from another accredited<br />
postsecondary educational institution recognized by the U.S.<br />
Department <strong>of</strong> Education similar in scope and content to <strong>Full</strong> <strong>Sail</strong><br />
courses, and received a grade <strong>of</strong> C or better.<br />
For the Entertainment Business and Music Business Bachelor <strong>of</strong><br />
Science Degree Programs, graduates with an associate’s degree or<br />
higher from another accredited postsecondary educational institution<br />
recognized by the U.S. Department <strong>of</strong> Education may be eligible to<br />
transfer credits toward the completion <strong>of</strong> this degree. To be eligible,<br />
the previous degree should be related to the educational program<br />
objectives <strong>of</strong> the Entertainment Business Bachelor’s Degree.<br />
Procedure<br />
• Submit copy <strong>of</strong> <strong>of</strong>fi cial transcript to the Admissions Department.<br />
• Transcripts will be reviewed by the Registrar’s <strong>of</strong>fi ce.<br />
• Applicants will be notifi ed <strong>of</strong> transfer credit approval or denial<br />
approximately 30 days prior to their expected start date.<br />
Individual Courses<br />
Some courses may be taken on an individual basis. A $200 deposit<br />
for each individual course must be included with the application. The<br />
balance <strong>of</strong> tuition is due on or before the fi rst day <strong>of</strong> class. Individual<br />
course students are not eligible for fi nancial aid.<br />
Most individual courses have prerequisites. Acceptance into a<br />
course is determined by the respective Program Director and/or<br />
the Director <strong>of</strong> Student Affairs. Contact an Admissions<br />
Representative for more information.<br />
<strong>Full</strong> <strong>Sail</strong> Prepaid Tuition Program<br />
<strong>Full</strong> <strong>Sail</strong> <strong>of</strong>fers a Prepaid Tuition Program to applicants who have not<br />
yet graduated from high school. This plan allows early applicants to<br />
secure a future <strong>Full</strong> <strong>Sail</strong> education at current tuition prices.<br />
Tuition pre-payment is only available to applicants who:<br />
1. have not completed high school,<br />
2. apply for the pre-payment plan,<br />
3. begin the pre-payment plan prior to completing<br />
high school,<br />
4. upon acceptance <strong>of</strong> the pre-payment plan, pay the<br />
tuition either in a lump sum or begin making equal<br />
monthly installments,<br />
5. start a <strong>Full</strong> <strong>Sail</strong> education by December 31 <strong>of</strong> their high<br />
school graduation year, and<br />
6. pay the tuition in full prior to the fi rst day <strong>of</strong> class.<br />
Seven and one-half percent simple interest will be charged for the<br />
on-going tuition balance each year. Should the plan be canceled at any<br />
time, a full refund will be made within 30 days. Interest will not be paid<br />
on money deposited with <strong>Full</strong> <strong>Sail</strong>. Financial aid, for those who qualify,<br />
is available for living expenses to those participating in the Prepaid<br />
Tuition Program.<br />
ADMISSIONS<br />
ADMISSIONS<br />
ADMISSIONS<br />
ADMISSIONS<br />
290 291
Financial Aid<br />
Financial Aid<br />
<strong>Full</strong> <strong>Sail</strong>’s Financial Aid Department is here to provide assistance with<br />
tuition and/or living expenses for those who qualify. As a fi nancial<br />
aid student you need to make informed decisions regarding the types<br />
and amounts <strong>of</strong> fi nancial aid available. The Financial Aid Department is<br />
staffed and organized with our students’ needs in mind, dedicated to<br />
making the fi nancial aid process understandable and valuable.<br />
The Financial Aid Department encourages all applicants who apply<br />
for fi nancial aid to begin the process early. Those seeking “federal”<br />
fi nancial aid are required to complete a Free Application for Federal<br />
Student Aid (FAFSA). You may request a FAFSA from <strong>Full</strong> <strong>Sail</strong>’s<br />
Financial Aid Department or you may fi ll one out online by going to<br />
www.fafsa.ed.gov. The federal school code for <strong>Full</strong> <strong>Sail</strong> is 016812.<br />
Eligibility for Federal Financial Aid Programs requires that a student<br />
be a U.S. citizen or eligible non-citizen [Alien Registration Receipt Card<br />
(Form I-151) or Permanent Resident Card (Form I-551), commonly<br />
known as a green card].<br />
Financial aid is only available to a student considering one or more<br />
Degree Programs. Individual course students are not eligible for<br />
fi nancial aid.<br />
Once you complete the FAFSA, the Department <strong>of</strong> Education will send<br />
you the results and you can discuss your available options with one<br />
<strong>of</strong> <strong>Full</strong> <strong>Sail</strong>’s fi nancial aid pr<strong>of</strong>essionals. This discussion will assist in<br />
determining the best federal and non-federal aid resources that are<br />
available to you.<br />
Additional fi nancial aid and loan applications as well as other<br />
pertinent information on sources <strong>of</strong> funding are available through the<br />
<strong>Full</strong> <strong>Sail</strong> Financial Aid Department.<br />
While attending <strong>Full</strong> <strong>Sail</strong>, students must maintain Satisfactory Progress<br />
and meet specifi c credit hour and weeks <strong>of</strong> instruction requirements in<br />
order to receive their fi nancial aid. Students not actively attending due<br />
to a Interruption <strong>of</strong> Training, Suspension, Termination or Withdrawal<br />
may not receive award disbursements.<br />
Grants and Scholarships<br />
Grants are forms <strong>of</strong> aid that do not have to be repaid. <strong>Full</strong> <strong>Sail</strong> can<br />
assist you in determining your eligibility for available grant programs.<br />
Like grants, scholarships do not require repayment. Scholarship<br />
requirements and application procedures vary depending upon the<br />
criteria set by the scholarship provider.<br />
FEDERAL PELL GRANT<br />
The Federal Pell Grant Program is designed to assist undergraduates<br />
with education expenses. Under this program, an undergraduate is<br />
one who has not earned a bachelor’s or fi rst pr<strong>of</strong>essional degree.<br />
Awards for the 2011-2012 year range up to $5550. The U.S. Department<br />
<strong>of</strong> Education uses a standard formula, established by Congress, to<br />
determine eligibility.<br />
FEDERAL SUPPLEMENTAL EDUCATIONAL OPPORTUNITY GRANT<br />
The Federal Supplemental Educational Opportunity Grant (FSEOG)<br />
is also designed to assist undergraduates with education expenses.<br />
Under this program, an undergraduate is one who has not earned<br />
a bachelor’s or fi rst pr<strong>of</strong>essional degree. Amounts are determined<br />
by application <strong>of</strong> the federal formula regarding a student’s need as<br />
determined by the information provided on the Free Application<br />
for Federal Student Aid (FAFSA) and Pell Grant eligibility. Awards<br />
for the 2011-2012 year range up to $500.<br />
FLORIDA STUDENT ASSISTANCE GRANT<br />
The Florida Student Assistance Grant (FSAG) is a need-based program<br />
administered by the state. This grant is awarded to students who show<br />
fi nancial need based upon the eligibility criteria <strong>of</strong> the grant program<br />
and the availability <strong>of</strong> funds.<br />
FLORIDA BRIGHT FUTURES SCHOLARSHIP PROGRAM<br />
This is a lottery-funded scholarship to reward Florida high school<br />
graduates who demonstrate high academic achievement. This<br />
program is comprised <strong>of</strong> three awards: the Florida Academic Scholars<br />
Award, the Florida Medallion Scholarship, and Florida Gold Seal<br />
Vocational Scholars Award. Each award has different criteria for<br />
eligibility. Applications and eligibility criteria are available from your<br />
high school guidance <strong>of</strong>fi ce.<br />
Federal Loans<br />
Federal Loans are provided to students through the William D. Ford<br />
Federal Direct Loan program. To apply for a federal loan, a Free<br />
Application for Federal Student Aid (FAFSA) should be completed.<br />
Once eligibility is determined, a Federal Master Promissory Note must<br />
be completed. The Financial Aid Department is available to answer<br />
any questions you may have regarding these forms.<br />
Stafford Loans<br />
A Stafford Loan is a low-interest loan made to a student enrolled in<br />
a <strong>Full</strong> <strong>Sail</strong> Undergraduate or Graduate Degree Program. Annual loan<br />
limits increase in subsequent years where a student has progressed to<br />
a higher grade level. Repayment terms and conditions are fl exible in<br />
order to meet the needs <strong>of</strong> students after graduation.<br />
Parent PLUS Loans<br />
A Parent PLUS Loan is a credit-based loan made to either parent<br />
<strong>of</strong> a dependent child enrolled in a <strong>Full</strong> <strong>Sail</strong> Undergraduate Degree<br />
Program. Available to credit-worthy parents, these loans provide<br />
funds for a student’s educational expenses and may also provide<br />
additional money for living expenses. The interest rate is<br />
determined by Congress and compares favorably to other education<br />
fi nancing options.<br />
Graduate PLUS Loans<br />
A Graduate PLUS Loan is a credit-based loan made to a student<br />
enrolled in a <strong>Full</strong> <strong>Sail</strong> Masters Degree Program. Similar to the Parent<br />
PLUS Loan, but only available to credit-worthy graduate students,<br />
Graduate PLUS loans can also provide funds for educational and<br />
living expenses. Students should always consider lower cost Stafford<br />
Loans before applying for a Graduate PLUS Loan. As with Stafford<br />
Loans, repayment terms and conditions are fl exible in order to meet<br />
the needs <strong>of</strong> students after graduation.<br />
Private Education Loans<br />
Many private lenders <strong>of</strong>fer alternative education loans to supplement<br />
the federal programs after maximum limits are reached. These<br />
non-federal education loans have differing fees, interest rates and<br />
repayment options. They are credit-based and students may <strong>of</strong>ten<br />
secure a more favorable interest rate by using a co-signer. Private<br />
education loans provide funds for educational and living expenses<br />
up to the cost <strong>of</strong> attendance less other fi nancial aid. Students are<br />
strongly encouraged to maximize their eligibility for federal aid prior<br />
to applying for any private education loan. Contact the Financial Aid<br />
Department for more information.<br />
Special Programs<br />
FEDERAL WORK-STUDY<br />
<strong>Full</strong> <strong>Sail</strong> participates in the Federal Work-Study Program. The Federal<br />
Work-Study Program is designed to provide jobs to qualifi ed students<br />
with fi nancial need allowing them to earn money to help pay<br />
education-related expenses. The program encourages community<br />
service work and work related to the student’s course <strong>of</strong> study.<br />
Students are awarded Federal Work Study funds based on a federallyprescribed<br />
formula. <strong>Full</strong> <strong>Sail</strong> is an equal opportunity employer.<br />
Financial Aid on the Web<br />
U.S. Department <strong>of</strong> Education - www.ed.gov<br />
Federal Aid Programs - www.studentaid.ed.gov<br />
Free Application for Federal Student Aid - www.fafsa.ed.gov<br />
Florida Department <strong>of</strong> Education - www.fl oridastudentfi nancialaid.org<br />
National Student Loan Data System - www.nslds.ed.gov<br />
292 FINANCIAL FINANCIAL AID<br />
FINANCIAL AID 293
Financial Aid<br />
Financial Aid<br />
Receipt <strong>of</strong> Financial Aid Funds<br />
Students who receive fi nancial aid at <strong>Full</strong> <strong>Sail</strong> <strong>University</strong> must maintain<br />
satisfactory academic progress in an eligible degree or certifi cate<br />
program. The following requirements defi ne what satisfactory academic<br />
progress is for fi nancial aid recipients as it applies to eligibility for the<br />
receipt <strong>of</strong> fi nancial aid funds.<br />
Satisfactory academic progress is checked at the beginning <strong>of</strong> each<br />
Semester. Students not meeting the requirements stated in <strong>Full</strong> <strong>Sail</strong>’s<br />
Satisfactory Academic Progress policy will be placed on Financial Aid<br />
Unsatisfactory Academic Progress Warning during that semester <strong>of</strong><br />
enrollment and will be notifi ed <strong>of</strong> their Financial Aid Unsatisfactory<br />
Academic Progress Warning status by their respective Education<br />
Student Advisor.<br />
The Education Student Advisor will develop an Academic Recovery<br />
Plan mandating methods <strong>of</strong> improvement and strategies for<br />
accomplishing Satisfactory Academic Progress by the beginning <strong>of</strong><br />
the next semester. The Academic Recovery Plan will be in writing and<br />
reviewed and agreed to by the student. Financial Aid Unsatisfactory<br />
Academic Progress Warning status will not prevent the student from<br />
receiving fi nancial aid. The semester during which the student is in<br />
a Financial Aid Unsatisfactory Academic Progress Warning status is<br />
meant to inform the student <strong>of</strong> academic problems and provide time<br />
for corrective action.<br />
The student may continue to receive fi nancial assistance during<br />
this warning period. At the end <strong>of</strong> the warning period in the current<br />
semester and at the beginning <strong>of</strong> the next semester the student will:<br />
• Be removed from the warning status if student has regained<br />
satisfactory academic progress.<br />
OR<br />
• Lose fi nancial aid eligibility and be suspended from receiving<br />
assistance from federal, state, and institutional sources due to<br />
a failure to regain satisfactory academic progress. The student’s<br />
fi nancial aid will be removed and cash payments added to the<br />
students account. The student will receive a letter informing them<br />
<strong>of</strong> the loss <strong>of</strong> fi nancial aid eligibility.<br />
If a student loses fi nancial aid eligibility it will prevent the student from<br />
receiving any Title IV, state, or institutional fi nancial assistance until<br />
such time as the student meets all satisfactory academic progress<br />
standards. Students can regain fi nancial aid eligibility at the point that<br />
they are once again in satisfactory academic progress and may reapply<br />
for fi nancial aid at that time.<br />
Students who lose eligibility due to Unsatisfactory Academic Progress<br />
may choose to appeal the loss <strong>of</strong> fi nancial aid eligibility.<br />
The appeal process allows students who have lost their fi nancial aid<br />
eligibility due to unsatisfactory academic progress to appeal to have<br />
their eligibility temporarily reinstated due to the assertion that the<br />
unsatisfactory progress was as a result <strong>of</strong> unusual or extraordinary<br />
circumstances.<br />
Extraordinary circumstances that can be considered are illness, a death<br />
in the family, relocation or catastrophe.<br />
Students in an extraordinary situation may appeal their loss <strong>of</strong> eligibility<br />
by submitting an Appeal form to the Financial Aid Appeals Committee.<br />
Appeal forms can be picked up at the main Financial Aid lobby and<br />
accessed on Propeller. Appeal forms may be submitted in the main<br />
Financial Aid lobby.<br />
Appeal Steps –<br />
• Obtain and complete the Appeal form.<br />
• Submit an appeal form along with any additional documentation<br />
necessary to completion <strong>of</strong> the document including a detailed<br />
specifi c plan for academic recovery including timeline.<br />
The Committee will review the appeal and contact the student within<br />
three weeks.<br />
If the appeal is approved the student will be notifi ed in writing along<br />
with the requirement to meet with their Student Advisor within one<br />
week <strong>of</strong> receipt <strong>of</strong> approval. The student will meet with the Education<br />
Student Advisor to complete agreement for appeal approval based on<br />
agreed upon academic recovery plan.<br />
Student’s whose appeals are granted will be placed into a Financial Aid<br />
Unsatisfactory Academic Progress Probation status. Students in this<br />
probation status will receive their fi nancial aid funding for the current<br />
semester and must have met the conditions <strong>of</strong> their academic recovery<br />
plan in order to receive fi nancial aid in the semester that follows.<br />
Students are allowed to appeal the loss <strong>of</strong> eligibility for fi nancial aid<br />
twice while in pursuit <strong>of</strong> a degree.<br />
Career Development Department<br />
Advancing your career in your industry or a new industry is<br />
challenging and sometimes diffi cult. Researching, networking,<br />
and staying current with industry trends are all keys to unlocking a<br />
successful career. The services <strong>of</strong> the Career Development Department<br />
support the technical and pr<strong>of</strong>essional skills gained throughout a<br />
student’s education.<br />
<strong>Full</strong> <strong>Sail</strong>’s Career Development Department governs:<br />
1. degree specifi c lectures and presentations designed<br />
to prepare students for the pursuit <strong>of</strong> internships<br />
and entry level employment, including instruction<br />
about résumé creation, interview techniques, and the<br />
pr<strong>of</strong>essionalism required within the industry,<br />
2. a regularly updated record <strong>of</strong> potential employers in<br />
the industry,<br />
3. a well-organized industry outreach effort to promote<br />
awareness <strong>of</strong> <strong>Full</strong> <strong>Sail</strong>’s degree programs, as well as<br />
qualifi ed graduates and their successes, and<br />
4. an online community for all <strong>Full</strong> <strong>Sail</strong> alumni to promote<br />
networking and pr<strong>of</strong>essional relationships.<br />
<strong>Full</strong> <strong>Sail</strong> degree program students preparing for graduation<br />
as well as alumni throughout their careers may utilize Career<br />
Development services. Those desiring assistance must register their<br />
requests with the Career Development Department.<br />
The Career Development Department requires a consistent and<br />
pr<strong>of</strong>essional dialogue from each student or graduate in order to<br />
provide effective assistance. Flexibility is desirable with respect to<br />
location or type <strong>of</strong> employment and may enhance the efforts <strong>of</strong><br />
our services. Relocation for specifi c types <strong>of</strong> employment may be<br />
necessary in order to successfully launch and maintain a career in the<br />
entertainment media industry.<br />
If specifi c, employment-related information beyond the scope <strong>of</strong> the<br />
Career Development Department is requested, every reasonable<br />
effort will be made to supply available contact information <strong>of</strong> other<br />
resources that may be able to further assist students and alumni.<br />
<strong>Full</strong> <strong>Sail</strong> educates students about the process <strong>of</strong> successfully<br />
marketing themselves to the industry. The Career Development<br />
Department is frequently approached by employers seeking the<br />
services <strong>of</strong> graduates. In selecting candidates, the department will<br />
review the graduate’s GPA, and GPS score. Graduates who meet the<br />
qualifi cations set forth by the Career Development Department and<br />
the employers are then considered. Even though <strong>Full</strong> <strong>Sail</strong> makes a<br />
reasonable effort to assist each graduate in seeking employment, this<br />
in no way constitutes a promise or guarantee <strong>of</strong> employment. Career<br />
assistance may be suspended in the event that a student’s fi nancial<br />
commitments are delinquent or in default. Completion <strong>of</strong> individual<br />
courses does not qualify students for career assistance.<br />
294 FINANCIAL FINANCIAL AID<br />
CAREER DEVELOPMENT<br />
DEVELOPMENT 295<br />
Career Development
Tuition Breakdown<br />
2011 Tuition Breakdown<br />
Master <strong>of</strong> Science Degree Programs<br />
ENTERTAINMENT BUSINESS<br />
Semester 1 $ 9, 127<br />
Semester 2 $ 9, 127<br />
Semester 3 $ 15, 226<br />
Total Tuition $ 33, 780<br />
Cost per Credit Hour $ 768<br />
GAME DESIGN<br />
Semester 1 $ 10, 127<br />
Semester 2 $ 10, 127<br />
Semester 3 $ 10, 126<br />
Total Tuition $ 30, 380<br />
Cost per Credit Hour $ 633<br />
Bachelor <strong>of</strong> Fine Arts Degree Program<br />
CREATIVE WRITING FOR ENTERTAINMENT<br />
Semester 1 $ 5, 500<br />
Semester 2 $ 5, 500<br />
Semester 3 $ 9, 000<br />
Semester 4 $ 9, 000<br />
Semester 5 $ 7, 515<br />
Semester 6 $ 7, 515<br />
Semester 7 $ 6, 490<br />
Semester 8 $ 6, 480<br />
Total Tuition $ 57, 000<br />
Cost per Credit Hour $ 435<br />
Bachelor <strong>of</strong> Science Degree Programs<br />
COMPUTER ANIMATION<br />
Semester 1 $ 15, 500<br />
Semester 2 $ 15, 500<br />
Semester 3 $ 15, 500<br />
Semester 4 $ 15, 500<br />
Semester 5 $ 15, 500<br />
Total Tuition $ 77, 500<br />
Cost per Credit Hour $ 554<br />
DIGITAL ARTS & DESIGN<br />
Semester 1 $ 15, 500<br />
Semester 2 $ 15, 500<br />
Semester 3 $ 15, 500<br />
Semester 4 $ 15, 500<br />
Semester 5 $ 15, 500<br />
Total Tuition $ 77, 500<br />
Cost per Credit Hour $ 534<br />
ENTERTAINMENT BUSINESS<br />
Semester 1 $ 10, 900<br />
Semester 2 $ 10, 900<br />
Semester 3 $ 10, 900<br />
Semester 4 $ 10, 900<br />
Semester 5 $ 10, 900<br />
Total Tuition $ 54, 500<br />
Cost per Credit Hour $ 422<br />
FILM<br />
Semester 1 $ 15, 500<br />
Semester 2 $ 15, 500<br />
Semester 3 $ 15, 500<br />
Semester 4 $ 15, 500<br />
Semester 5 $ 15, 500<br />
Total Tuition $ 77, 500<br />
Cost per Credit Hour $ 622<br />
GAME ART<br />
Semester 1 $ 15, 500<br />
Semester 2 $ 15, 500<br />
Semester 3 $ 15, 500<br />
Semester 4 $ 15, 500<br />
Semester 5 $ 15, 500<br />
Total Tuition $ 77, 500<br />
Cost per Credit Hour $ 550<br />
GAME DEVELOPMENT<br />
Semester 1 $ 15, 500<br />
Semester 2 $ 15, 500<br />
Semester 3 $ 15, 500<br />
Semester 4 $ 15, 500<br />
Semester 5 $ 15, 500<br />
Total Tuition $ 77, 500<br />
Cost per Credit Hour $ 550<br />
MUSIC BUSINESS<br />
Semester 1 $ 10, 000<br />
Semester 2 $ 10, 000<br />
Semester 3 $ 11, 000<br />
Semester 4 $ 11, 000<br />
Semester 5 $ 12, 500<br />
Total Tuition $ 54, 500<br />
Cost per Credit Hour $ 436<br />
RECORDING ARTS<br />
Semester 1 $ 15, 000<br />
Semester 2 $ 15, 000<br />
Semester 3 $ 15, 000<br />
Semester 4 $ 15, 000<br />
Semester 5 $ 15, 000<br />
Total Tuition $ 75, 000<br />
Cost per Credit Hour $ 564<br />
SHOW PRODUCTION<br />
Semester 1 $ 15, 000<br />
Semester 2 $ 15, 000<br />
Semester 3 $ 15, 000<br />
Semester 4 $ 15, 000<br />
Semester 5 $ 15, 000<br />
Total Tuition $ 75, 000<br />
Cost per Credit Hour $ 551<br />
SPORTS MARKETING & MEDIA<br />
Semester 1 $ 5, 500<br />
Semester 2 $ 5, 500<br />
Semester 3 $ 9, 000<br />
Semester 4 $ 9, 000<br />
Semester 5 $ 8, 000<br />
Semester 6 $ 8, 000<br />
Semester 7 $ 6, 000<br />
Semester 8 $ 6, 000<br />
Total Tuition $ 57, 000<br />
Cost per Credit Hour $ 454<br />
WEB DESIGN & DEVELOPMENT<br />
Semester 1 $ 15, 500<br />
Semester 2 $ 15, 500<br />
Semester 3 $ 15, 500<br />
Semester 4 $ 15, 500<br />
Semester 5 $ 15, 500<br />
Total Tuition $ 77, 500<br />
Cost per Credit Hour $ 570<br />
Associate <strong>of</strong> Science Degree Programs<br />
GRAPHIC DESIGN<br />
Semester 1 $ 12, 627<br />
Semester 2 $ 12, 627<br />
Semester 3 $ 12, 626<br />
Total Tuition $ 37, 880<br />
Cost per Credit Hour $ 430<br />
RECORDING ENGINEERING<br />
Semester 1 $ 12, 000<br />
Semester 2 $ 12, 000<br />
Semester 3 $ 12, 770<br />
Total Tuition $ 36, 770<br />
Cost per Credit Hour $ 418<br />
Transferring Credits into Other<br />
<strong>Full</strong> <strong>Sail</strong> Bachelor’s Degrees<br />
Those who have earned or will earn an associate’s degree from<br />
<strong>Full</strong> <strong>Sail</strong> may be eligible to transfer credits toward other <strong>Full</strong> <strong>Sail</strong><br />
bachelor’s degrees.<br />
Graduates with an associate’s degree or higher from another<br />
accredited postsecondary educational institution recognized by the<br />
U.S. Department <strong>of</strong> Education may be eligible to transfer credits<br />
toward other <strong>Full</strong> <strong>Sail</strong> bachelor’s degrees. To be eligible, the previous<br />
degree should be related to the educational program objectives <strong>of</strong><br />
the specifi c degree.<br />
To determine the cost and transfer <strong>of</strong> credit eligibility, contact<br />
<strong>Full</strong> <strong>Sail</strong>’s Admissions Department.<br />
296 TUITION BREAKDOWN<br />
TUITION BREAKDOWN 297
General Information<br />
Multiple Degrees<br />
Students may take any combination <strong>of</strong> Associate <strong>of</strong> Science Degree<br />
Programs, Bachelor <strong>of</strong> Science Degree Programs, Master <strong>of</strong> Science<br />
Degree Programs, and/or Bachelor <strong>of</strong> Fine Arts Degree Programs,<br />
based on eligibility requirements. A $200 refundable deposit is<br />
required to apply for each additional Associate, Bachelor, Master <strong>of</strong><br />
Science, or Bachelor <strong>of</strong> Fine Arts Degree Program. An Admissions<br />
Representative is available to <strong>of</strong>fer recommendations on Degree<br />
Program combinations and order.<br />
Degrees Awarded<br />
Upon completion <strong>of</strong> the degree program, the student will be awarded:<br />
Master <strong>of</strong> Science Degree<br />
• Entertainment Business<br />
• Game Design<br />
Bachelor <strong>of</strong> Fine Arts Degree<br />
• Creative Writing for Entertainment<br />
Bachelor <strong>of</strong> Science Degree<br />
• Computer Animation<br />
• Digital Arts & Design<br />
• Entertainment Business<br />
• Film<br />
• Game Art<br />
• Game Development<br />
• Music Business<br />
• Recording Arts<br />
• Show Production<br />
• Sports Marketing & Media<br />
• Web Design & Development<br />
Associate <strong>of</strong> Science Degree<br />
• Graphic Design<br />
• Recording Engineering<br />
Fees/Deposits<br />
A $75 application fee is required to apply for a Degree Program.<br />
A $200 refundable deposit is required prior to a Degree Program start<br />
date in order to reserve a seat.<br />
For those applying for a second, or multiple degrees, an additional<br />
$200 refundable deposit is required.<br />
A $200 deposit is required for each individual course.<br />
Availability <strong>of</strong> a course or degree start date is subject to class size<br />
limitations. A seat will only be reserved upon receipt <strong>of</strong> each course/<br />
program’s deposit.<br />
The application fee and deposit(s) are not covered by fi nancial aid.<br />
The application fee and deposit(s) are included in the tuition<br />
prices listed.<br />
Deposits held for future Degree Programs may be credited toward any<br />
amount due <strong>Full</strong> <strong>Sail</strong>, for any other tuition or fees that may be due.<br />
Delay <strong>of</strong> Start Date<br />
<strong>Full</strong> <strong>Sail</strong> will charge a non-refundable fee <strong>of</strong> $100 for each revision that<br />
results in a delay <strong>of</strong> a student’s start date.<br />
Security Key Card<br />
To access facilities at <strong>Full</strong> <strong>Sail</strong>, each student is furnished a speciallyprogrammed,<br />
security-system key card. A $10 non-refundable fee is<br />
due on or before the fi rst day <strong>of</strong> registration for this key card. This fee<br />
must be paid before a card will be issued. All students are required<br />
to possess the card at all times and replace any lost card promptly by<br />
purchasing a new one.<br />
Non-Sufficient Funds<br />
A $25 fee will be charged for any check returned for non-suffi cient funds.<br />
Comparative Program Information<br />
Comparative program information related to tuition and program<br />
length is available from:<br />
» Accrediting Commission <strong>of</strong> Career Schools and Colleges<br />
2101 Wilson Boulevard, Suite 302<br />
Arlington, VA 22201<br />
(703) 247-4212<br />
What’s Included<br />
The cost <strong>of</strong> a <strong>Full</strong> <strong>Sail</strong> Degree Program includes expenses such as<br />
textbooks, manuals, media, production materials, lab fees, technology<br />
fees, and other associated costs except as noted.<br />
Institutional Fee<br />
All students are required to purchase a computer and s<strong>of</strong>tware<br />
in addition to tuition. Technology confi gured in accordance with<br />
program specifi cations.<br />
Project LaunchBox <br />
The primary component <strong>of</strong> the institutional fee is<br />
Project LaunchBox , which is an Apple MacBook Pro computer*<br />
that serves as a personal workstation throughout their education.<br />
This notebook computer comes with degree-specifi c s<strong>of</strong>tware that<br />
allows students to work on their projects on and <strong>of</strong>f-campus and<br />
maintain their personal portfolio <strong>of</strong> work wherever they may be.<br />
The choice <strong>of</strong> Apple hardware has allowed <strong>Full</strong> <strong>Sail</strong> to develop our<br />
curriculum to a high and specifi c standard <strong>of</strong> computer capability,<br />
while giving students maximum fl exibility for their creativity. In<br />
addition, <strong>Full</strong> <strong>Sail</strong>’s Online Learning Environment, which is utilized<br />
by all <strong>Full</strong> <strong>Sail</strong> students, is built around the capabilities <strong>of</strong> Apple<br />
workstations, helping the school to provide the same high level<br />
<strong>of</strong> education and innovation both online and on-campus.<br />
* Computers for Game Development students may vary in make and model.<br />
LaunchBox Pricing by Degree Program<br />
Campus Degrees Fee Amount<br />
Computer Animation Bachelor <strong>of</strong> Science $2,805.00<br />
Computer Animation Bachelor <strong>of</strong> Science 36 month $3,025.00<br />
Creative Writing for Entertainment Bachelor <strong>of</strong> Fine Arts $2,670.00<br />
Digital Arts & Design Bachelor <strong>of</strong> Science $2,835.00<br />
Digital Arts & Design Bachelor <strong>of</strong> Science 36 month $3,050.00<br />
Entertainment Business Bachelor <strong>of</strong> Science $2,800.00<br />
Entertainment Business Master <strong>of</strong> Science $2,455.00<br />
Film Bachelor <strong>of</strong> Science $2,915.00<br />
Film Bachelor <strong>of</strong> Science 36 month $3,135.00<br />
Game Art Bachelor <strong>of</strong> Science $2,805.00<br />
Game Art Bachelor <strong>of</strong> Science 36 month $3,025.00<br />
Game Development Bachelor <strong>of</strong> Science $2,300.00<br />
Game Design Master <strong>of</strong> Science $2,300.00<br />
Graphic Design Associate <strong>of</strong> Science $2,615.00<br />
Music Business Bachelor <strong>of</strong> Science $2,775.00<br />
Recording Arts Bachelor <strong>of</strong> Science $2,530.00<br />
Recording Arts Bachelor <strong>of</strong> Science 36 month $2,530.00<br />
Recording Arts Bachelor <strong>of</strong> Science Hybrid $3,150.00<br />
Recording Engineering Associate <strong>of</strong> Science $2,530.00<br />
Show Production Bachelor <strong>of</strong> Science $2,730.00<br />
Show Production Bachelor <strong>of</strong> Science Hybrid $3,510.00<br />
Sports Marketing & Media Bachelor <strong>of</strong> Science $4,540.00<br />
Web Design & Development Bachelor <strong>of</strong> Science $2,650.00<br />
Web Design & Development Bachelor <strong>of</strong> Science 36 month $2,865.00<br />
298 GENERAL INFORMATION PROJECT LAUNCHBOX 299
Class Schedule<br />
2011-2012 Class Schedule<br />
Computer Animation<br />
Bachelor <strong>of</strong> Science Degree Program<br />
REGISTRATION START GRADUATION<br />
October 17, 2011 October 24, 2011 August 8/9, 2013<br />
November 14, 2011 November 21, 2011 September 5/6, 2013<br />
January 3, 2012 January 5, 2012 October 3/4, 2013<br />
January 23, 2012 January 30, 2012 October 31/Nov 1, 2013<br />
February 20, 2012 February 27, 2012 November 26/27, 2013<br />
March 19, 2012 March 26, 2012 December 20/21, 2013<br />
April 23, 2012 April 30, 2012 February 6/7, 2014<br />
May 21, 2012 May 29, 2012 March 6/7, 2014<br />
June 18, 2012 June 25, 2012 April 3/4, 2014<br />
July 23, 2012 July 30, 2012 May 8/9, 2014<br />
August 20, 2012 August 27, 2012 June 5/6, 2014<br />
September 17, 2012 September 24, 2012 June 27/28, 2014<br />
Creative Writing for Entertainment<br />
Bachelor <strong>of</strong> Fine Arts Degree Program<br />
REGISTRATION START GRADUATION<br />
October 17, 2011 October 24, 2011 June 27/28, 2014<br />
November 14, 2011 November 21, 2011 August 7/8, 2014<br />
January 3, 2012 January 5, 2012 September 4/5, 2014<br />
January 23, 2012 January 30, 2012 October 2/3, 2014<br />
February 20, 2012 February 27, 2012 October 30/31, 2014<br />
March 19, 2012 March 26, 2012 November 25/26, 2014<br />
April 23, 2012 April 30, 2012 December 19/20, 2014<br />
May 21, 2012 May 29, 2012 February 5/6, 2015<br />
June 18, 2012 June 25, 2012 March 5/6, 2015<br />
July 23, 2012 July 30, 2012 April 2/3, 2015<br />
August 20, 2012 August 27, 2012 May 7/8, 2015<br />
September 17, 2012 September 24, 2012 June 4/5, 2015<br />
Digital Arts & Design<br />
Bachelor <strong>of</strong> Science Degree Program<br />
REGISTRATION START GRADUATION<br />
October 17, 2011 October 24, 2011 August 8/9, 2013<br />
November 14, 2011 November 21, 2011 September 5/6, 2013<br />
January 3, 2012 January 5, 2012 October 3/4, 2013<br />
January 23, 2012 January 30, 2012 October 31/Nov 1, 2013<br />
February 20, 2012 February 27, 2012 November 26/27, 2013<br />
March 19, 2012 March 26, 2012 December 20/21, 2013<br />
April 23, 2012 April 30, 2012 February 6/7, 2014<br />
May 21, 2012 May 29, 2012 March 6/7, 2014<br />
June 18, 2012 June 25, 2012 April 3/4, 2014<br />
July 23, 2012 July 30, 2012 May 8/9, 2014<br />
August 20, 2012 August 27, 2012 June 5/6, 2014<br />
September 17, 2012 September 24, 2012 June 27/28, 2014<br />
Entertainment Business<br />
Bachelor <strong>of</strong> Science Degree Program<br />
REGISTRATION START GRADUATION<br />
October 17, 2011 October 24, 2011 August 8/9, 2013<br />
November 14, 2011 November 21, 2011 September 5/6, 2013<br />
January 3, 2012 January 5, 2012 October 3/4, 2013<br />
January 23, 2012 January 30, 2012 October 31/Nov 1, 2013<br />
February 20, 2012 February 27, 2012 November 26/27, 2013<br />
March 19, 2012 March 26, 2012 December 20/21, 2013<br />
April 23, 2012 April 30, 2012 February 6/7, 2014<br />
May 21, 2012 May 29, 2012 March 6/7, 2014<br />
June 18, 2012 June 25, 2012 April 3/4, 2014<br />
July 23, 2012 July 30, 2012 May 8/9, 2014<br />
August 20, 2012 August 27, 2012 June 5/6, 2014<br />
September 17, 2012 September 24, 2012 June 27/28, 2014<br />
Entertainment Business<br />
Master <strong>of</strong> Science Degree Program<br />
REGISTRATION START GRADUATION<br />
October 17, 2011 October 24, 2011 October 25/26, 2012<br />
November 14, 2011 November 21, 2011 November 20/21, 2012<br />
January 3, 2012 January 5, 2012 December 14/15, 2012<br />
January 23, 2012 January 30, 2012 February 7/8, 2013<br />
February 20, 2012 February 27, 2012 March 7/8, 2013<br />
March 19, 2012 March 26, 2012 March 28/29, 2013<br />
April 23, 2012 April 30, 2012 May 9/10, 2013<br />
May 21, 2012 May 29, 2012 June 6/7, 2013<br />
June 18, 2012 June 25, 2012 June 27/28, 2013<br />
July 23, 2012 July 30, 2012 August 8/9, 2013<br />
August 20, 2012 August 27, 2012 September 5/6, 2013<br />
September 17, 2012 September 24, 2012 October 3/4, 2013<br />
Film<br />
Bachelor <strong>of</strong> Science Degree Program<br />
REGISTRATION START GRADUATION<br />
October 17, 2011 October 24, 2011 June 27/28, 2013<br />
November 14, 2011 November 21, 2011 August 8/9, 2013<br />
January 3, 2012 January 5, 2012 September 5/6, 2013<br />
January 23, 2012 January 30, 2012 October 3/4, 2013<br />
February 20, 2012 February 27, 2012 October 31/Nov 1, 2013<br />
March 19, 2012 March 26, 2012 November 26/27, 2013<br />
April 23, 2012 April 30, 2012 December 20/21, 2013<br />
May 21, 2012 May 29, 2012 February 6/7, 2014<br />
June 18, 2012 June 25, 2012 March 6/7, 2014<br />
July 23, 2012 July 30, 2012 April 3/4, 2014<br />
August 20, 2012 August 27, 2012 May 8/9, 2014<br />
September 17, 2012 September 24, 2012 June 5/6, 2014<br />
Game Art<br />
Bachelor <strong>of</strong> Science Degree Program<br />
REGISTRATION START GRADUATION<br />
October 17, 2011 October 24, 2011 August 8/9, 2013<br />
November 14, 2011 November 21, 2011 September 5/6, 2013<br />
January 3, 2012 January 5, 2012 October 3/4, 2013<br />
January 23, 2012 January 30, 2012 October 31/Nov 1, 2013<br />
February 20, 2012 February 27, 2012 November 26/27, 2013<br />
March 19, 2012 March 26, 2012 December 20/21, 2013<br />
April 23, 2012 April 30, 2012 February 6/7, 2014<br />
May 21, 2012 May 29, 2012 March 6/7, 2014<br />
June 18, 2012 June 25, 2012 April 3/4, 2014<br />
July 23, 2012 July 30, 2012 May 8/9, 2014<br />
August 20, 2012 August 27, 2012 June 5/6, 2014<br />
September 17, 2012 September 24, 2012 June 27/28, 2014<br />
Game Design<br />
Master <strong>of</strong> Science Degree Program<br />
REGISTRATION START GRADUATION<br />
October 17, 2011 October 24, 2011 October 25/26, 2012<br />
November 14, 2011 November 21, 2011 November 20/21, 2012<br />
January 3, 2012 January 5, 2012 December 14/15, 2012<br />
January 23, 2012 January 30, 2012 February 7/8, 2013<br />
February 20, 2012 February 27, 2012 March 7/8, 2013<br />
March 19, 2012 March 26, 2012 March 28/29, 2013<br />
April 23, 2012 April 30, 2012 May 9/10, 2013<br />
May 21, 2012 May 29, 2012 June 6/7, 2013<br />
June 18, 2012 June 25, 2012 June 27/28, 2013<br />
July 23, 2012 July 30, 2012 August 8/9, 2013<br />
August 20, 2012 August 27, 2012 September 5/6, 2013<br />
September 17, 2012 September 24, 2012 October 3/4, 2013<br />
Game Development<br />
Bachelor <strong>of</strong> Science Degree Program<br />
REGISTRATION START GRADUATION<br />
October 17, 2011 October 24, 2011 August 8/9, 2013<br />
November 14, 2011 November 21, 2011 September 5/6, 2013<br />
January 3, 2012 January 5, 2012 October 3/4, 2013<br />
January 23, 2012 January 30, 2012 October 31/Nov 1, 2013<br />
February 20, 2012 February 27, 2012 November 26/27, 2013<br />
March 19, 2012 March 26, 2012 December 20/21, 2013<br />
April 23, 2012 April 30, 2012 February 6/7, 2014<br />
May 21, 2012 May 29, 2012 March 6/7, 2014<br />
June 18, 2012 June 25, 2012 April 3/4, 2014<br />
July 23, 2012 July 30, 2012 May 8/9, 2014<br />
August 20, 2012 August 27, 2012 June 5/6, 2014<br />
September 17, 2012 September 24, 2012 June 27/28, 2014<br />
Graphic Design<br />
Associate <strong>of</strong> Science Degree Program<br />
REGISTRATION START GRADUATION<br />
October 17, 2011 October 24, 2011 November 20/21, 2012<br />
November 14, 2011 November 21, 2011 December 14/15, 2012<br />
January 3, 2012 January 5, 2012 February 7/8, 2013<br />
January 23, 2012 January 30, 2012 March 7/8, 2013<br />
February 20, 2012 February 27, 2012 March 28/29, 2013<br />
March 19, 2012 March 26, 2012 May 9/10, 2013<br />
April 23, 2012 April 30, 2012 June 6/7, 2013<br />
May 21, 2012 May 29, 2012 June 27/28, 2013<br />
June 18, 2012 June 25, 2012 August 8/9, 2013<br />
July 23, 2012 July 30, 2012 September 5/6, 2013<br />
August 20, 2012 August 27, 2012 October 3/4, 2013<br />
September 17, 2012 September 24, 2012 October 31/Nov 1, 2013<br />
Music Business<br />
Bachelor <strong>of</strong> Science Degree Program<br />
REGISTRATION START GRADUATION<br />
October 17, 2011 October 24, 2011 June 27/28, 2013<br />
November 14, 2011 November 21, 2011 August 8/9, 2013<br />
January 3, 2012 January 5, 2012 September 5/6, 2013<br />
January 23, 2012 January 30, 2012 October 3/4, 2013<br />
February 20, 2012 February 27, 2012 October 31/Nov 1, 2013<br />
March 19, 2012 March 26, 2012 November 26/27, 2013<br />
April 23, 2012 April 30, 2012 December 20/21, 2013<br />
May 21, 2012 May 29, 2012 February 6/7, 2014<br />
June 18, 2012 June 25, 2012 March 6/7, 2014<br />
July 23, 2012 July 30, 2012 November 25/26, 2014<br />
August 20, 2012 August 27, 2012 December 19/20, 2014<br />
September 17, 2012 September 24, 2012 February 5/6, 2015<br />
Recording Arts<br />
Bachelor <strong>of</strong> Science Degree Program<br />
REGISTRATION START GRADUATION<br />
October 17, 2011 October 24, 2011 June 27/28, 2013<br />
November 14, 2011 November 21, 2011 August 8/9, 2013<br />
January 3, 2012 January 5, 2012 September 5/6, 2013<br />
January 23, 2012 January 30, 2012 October 3/4, 2013<br />
February 20, 2012 February 27, 2012 October 31/Nov 1, 2013<br />
March 19, 2012 March 26, 2012 November 26/27, 2013<br />
April 23, 2012 April 30, 2012 December 20/21, 2013<br />
May 21, 2012 May 29, 2012 February 6/7, 2014<br />
June 18, 2012 June 25, 2012 March 6/7, 2014<br />
July 23, 2012 July 30, 2012 April 3/4, 2014<br />
August 20, 2012 August 27, 2012 May 8/9, 2014<br />
September 17, 2012 September 24, 2012 June 5/6, 2014<br />
Recording Engineering<br />
Associate <strong>of</strong> Science Degree Program<br />
REGISTRATION START GRADUATION<br />
October 17, 2011 October 24, 2011 October 25/26, 2012<br />
November 14, 2011 November 21, 2011 November 20/21, 2012<br />
January 3, 2012 January 5, 2012 December 14/15, 2012<br />
January 23, 2012 January 30, 2012 February 7/8, 2013<br />
February 20, 2012 February 27, 2012 March 7/8, 2013<br />
March 19, 2012 March 26, 2012 March 28/29, 2013<br />
April 23, 2012 April 30, 2012 May 9/10, 2013<br />
May 21, 2012 May 29, 2012 June 6/7, 2013<br />
June 18, 2012 June 25, 2012 June 27/28, 2013<br />
July 23, 2012 July 30, 2012 August 8/9, 2013<br />
August 20, 2012 August 27, 2012 September 5/6, 2013<br />
September 17, 2012 September 24, 2012 October 3/4, 2013<br />
Show Production<br />
Bachelor <strong>of</strong> Science Degree Program<br />
REGISTRATION START GRADUATION<br />
October 17, 2011 October 24, 2011 August 8/9, 2013<br />
November 14, 2011 November 21, 2011 September 5/6, 2013<br />
January 3, 2012 January 5, 2012 October 3/4, 2013<br />
January 23, 2012 January 30, 2012 October 31/Nov 1, 2013<br />
February 20, 2012 February 27, 2012 November 26/27, 2013<br />
March 19, 2012 March 26, 2012 December 20/21, 2013<br />
April 23, 2012 April 30, 2012 February 6/7, 2014<br />
May 21, 2012 May 29, 2012 March 6/7, 2014<br />
June 18, 2012 June 25, 2012 April 3/4, 2014<br />
July 23, 2012 July 30, 2012 May 8/9, 2014<br />
August 20, 2012 August 27, 2012 June 5/6, 2014<br />
September 17, 2012 September 24, 2012 June 27/28, 2014<br />
Sports Marketing & Media<br />
Bachelor <strong>of</strong> Science Degree Program<br />
REGISTRATION START GRADUATION<br />
October 17, 2011 October 24, 2011 June 27/28, 2014<br />
November 14, 2011 November 21, 2011 August 7/8, 2014<br />
January 3, 2012 January 5, 2012 September 4/5, 2014<br />
January 23, 2012 January 30, 2012 October 2/3, 2014<br />
February 20, 2012 February 27, 2012 October 30/31, 2014<br />
March 19, 2012 March 26, 2012 November 25/26, 2014<br />
April 23, 2012 April 30, 2012 December 19/20, 2014<br />
May 21, 2012 May 29, 2012 February 5/6, 2015<br />
June 18, 2012 June 25, 2012 March 5/6, 2015<br />
July 23, 2012 July 30, 2012 April 2/3, 2015<br />
August 20, 2012 August 27, 2012 May 7/8, 2015<br />
September 17, 2012 September 24, 2012 June 4/5, 2015<br />
Web Design & Development<br />
Bachelor <strong>of</strong> Science Degree Program<br />
REGISTRATION START GRADUATION<br />
October 17, 2011 October 24, 2011 August 8/9, 2013<br />
November 14, 2011 November 21, 2011 September 5/6, 2013<br />
January 3, 2012 January 5, 2012 October 3/4, 2013<br />
January 23, 2012 January 30, 2012 October 31/Nov 1, 2013<br />
February 20, 2012 February 27, 2012 November 26/27, 2013<br />
March 19, 2012 March 26, 2012 December 20/21, 2013<br />
April 23, 2012 April 30, 2012 February 6/7, 2014<br />
May 21, 2012 May 29, 2012 March 6/7, 2014<br />
June 18, 2012 June 25, 2012 April 3/4, 2014<br />
July 23, 2012 July 30, 2012 May 8/9, 2014<br />
August 20, 2012 August 27, 2012 June 5/6, 2014<br />
September 17, 2012 September 24, 2012 June 27/28, 2014<br />
300<br />
* ALTHOUGH THE DURATION OF PROGRAMS IS CORRECTLY REFLECTED IN THESE DATES, EXACT GRADUATION DATES ARE SUBJECT TO CHANGE.<br />
CLASS SCHEDULE<br />
CLASS SCHEDULE 301
Holiday Schedule<br />
2011 Holiday Schedule<br />
Spring Break ....................................April 23 - May 1, 2011<br />
Memorial Day ...........................................May 30, 2011<br />
July 4th Break ........................................ July 2 - 10, 2011<br />
Labor Day Break ...................................... Sept. 4 - 6, 2011<br />
Thanksgiving ........................... Nov. 23 (1pm) - Nov. 27, 2011<br />
Winter Break .............................. Dec. 17 (1pm) - Jan. 2, 2012<br />
2012 Holiday Schedule<br />
Spring Break ................................... April 7 - April 15, 2012<br />
Memorial Day ...........................................May 28, 2012<br />
July 4th Break ...................................June 30 - July 8, 2012<br />
Labor Day Break ...................................... Sept. 2 - 4, 2012<br />
Thanksgiving ........................... Nov. 21 (1pm) - Nov. 25, 2012<br />
Winter Break .............................. Dec. 15 (1pm) - Jan. 6, 2013<br />
Online Education<br />
Online Education at <strong>Full</strong> <strong>Sail</strong><br />
Online degree programs and courses are delivered over the <strong>Full</strong> <strong>Sail</strong><br />
Online Learning Environment—a secure web-based platform that<br />
employs modern multimedia technologies and is accessible 24 hours<br />
a day via the Internet. Online students use this system to view video<br />
content, receive and submit project work and assignments, take<br />
tests and quizzes, communicate with instructors and classmates, and<br />
review grades and course progress.<br />
On-campus students also use <strong>Full</strong> <strong>Sail</strong>’s Online learning system<br />
for online-only courses, which are notated in their respective<br />
degree sections.<br />
Online Support<br />
The staff <strong>of</strong> <strong>Full</strong> <strong>Sail</strong> Online Support works together with students,<br />
faculty, and administration to make the student experience positive,<br />
reassuring, and seamless throughout our online courses<br />
Our mission is to provide the highest standard <strong>of</strong> technical<br />
support and to nurture students’ growth and development<br />
while allowing them to enhance the skills necessary to be<br />
successful in an online environment.<br />
<strong>Full</strong> <strong>Sail</strong> Support Specialists can assist with resolving technical<br />
issues associated with the functionality <strong>of</strong> the online platform.<br />
You can reach Online Support by phone at 877-437-6349 or by<br />
email at FSOSupport@fullsail.com.<br />
Class Times & Schedules<br />
Students in online courses may log in to their courses and<br />
assignments at any hour and day they choose provided they meet<br />
all assignment deadlines. <strong>Full</strong> <strong>Sail</strong> reserves the right to adjust the<br />
order <strong>of</strong> courses and program content, staff or materials on a courseby-course<br />
basis as needed.<br />
Attendance<br />
Attendance for online courses is based on participation and timely<br />
completion <strong>of</strong> assignments.<br />
Student Services<br />
Housing Resources<br />
Both long-term and short-term students may contact the Housing<br />
Resources Department for assistance in fi nding suitable housing<br />
accommodations. Information is available regarding apartments,<br />
roommates, local services and community programs.<br />
International Student Center<br />
International students may be assisted by the International Student<br />
Center in matters regarding visa status. International students are<br />
welcome to seek assistance with issues <strong>of</strong> daily living such as opening<br />
bank accounts, obtaining driver’s licenses and medical insurance.<br />
The International Student Center works closely with other <strong>Full</strong> <strong>Sail</strong><br />
staff members to ensure a smooth transition for students from other<br />
countries attending <strong>Full</strong> <strong>Sail</strong>.<br />
Services for Students with Disabilities<br />
<strong>Full</strong> <strong>Sail</strong> is committed to providing equal access to all students,<br />
including those who qualify as persons with disabilities. While<br />
upholding this commitment, <strong>Full</strong> <strong>Sail</strong> also expects all students to<br />
maintain the high standards <strong>of</strong> academic achievement and excellence<br />
that are essential to the integrity <strong>of</strong> the school’s mission. By advancing<br />
these aims, <strong>Full</strong> <strong>Sail</strong> ensures that its policies, practices, and procedures<br />
conform to federal, state, and local statutes and regulations.<br />
Provide written documentation to the Director <strong>of</strong> Student Affairs or<br />
Director Student Success regarding the nature <strong>of</strong> your disability and<br />
any considerations/accommodations that may be necessary. Such<br />
documentation must: (1) be from an appropriate pr<strong>of</strong>essional, (2) not<br />
be more than three years old and, (3) provide a clear understanding<br />
<strong>of</strong> how the student is presently functioning. <strong>Full</strong> <strong>Sail</strong>’s confi dentiality<br />
policy provides that only the appropriate <strong>Full</strong> <strong>Sail</strong> personnel access<br />
this information and it is stored in separate, confi dential fi les. Except<br />
in instances <strong>of</strong> health or safety, information concerning the disability,<br />
accommodations, or documentation will not be released without<br />
written consent.<br />
Provide ample time when requesting a special accommodation(s).<br />
Requests must be evaluated and arrangements made prior to the<br />
anticipated need for service/support. <strong>Full</strong> <strong>Sail</strong> cannot guarantee that<br />
appropriate accommodations/services can be put in place without<br />
suffi cient lead-time to make arrangements. Whenever possible,<br />
please provide at least 60 days advance notice. The Director <strong>of</strong><br />
Student Affairs, assigned by the President, makes determinations<br />
<strong>of</strong> reasonable accommodations for students with disabilities. Fax<br />
documentation to (407) 552-2072.<br />
Academic Success Department<br />
The staff <strong>of</strong> the Academic Success Department works collaboratively<br />
with the students, faculty and administration to create a positive<br />
environment for development throughout our student’s academic<br />
journey. We aim to provide support and encouragement that enables<br />
our students to develop character and integrity while expanding their<br />
competency and skills. We strive to endorse learning in the classroom<br />
and in the community, not only through academics but through<br />
personal growth and maturity.<br />
The Academic Success Department provides services through Student<br />
Advising, Student Records, Student Success Seminars, Global<br />
Pr<strong>of</strong>essionalism Standards, and the Library. We work closely with the<br />
faculty to ensure the best support services for all students.<br />
Student Advisors can assist with scheduling issues, leaves <strong>of</strong> absence,<br />
community referrals, and can act as a contact for parents. Student<br />
Advisors are available during regular <strong>of</strong>fi ce hours Monday through<br />
Friday, either by appointment or on an availability basis. Some<br />
Student Advisors are available by phone until 9:00pm on Monday<br />
through Thursday evenings.<br />
The lobby <strong>of</strong> <strong>Full</strong> <strong>Sail</strong> 3B (FS3B) and the lobby <strong>of</strong> <strong>Full</strong> <strong>Sail</strong> Bldg. 2 is<br />
manned by support staff 24 hours a day. There is also a security team<br />
on the premises 24 hours a day for emergencies.<br />
The Student Success Seminars<br />
The Student Success Seminars, unique to <strong>Full</strong> <strong>Sail</strong> and available<br />
online and on campus, are <strong>of</strong>fered as a service to Degree-seeking<br />
students. These optional classes in human performance enhancement<br />
are not remedial classes, but have been designed specifi cally to help<br />
students perform well within <strong>Full</strong> <strong>Sail</strong>’s compressed Degree Programs.<br />
The Student Success Seminars are designed to help students acquire<br />
tools for building competency, self-esteem and self-management.<br />
Topics covered include discussions about the brain and the learning<br />
process, redefi ning intelligence, managing moods and stress,<br />
emotional intelligence, choosing a healthy lifestyle, and mental/<br />
emotional health. There are no fees for these seminars and they may<br />
be prescribed, when indicated by lower than expected academic<br />
achievement, by the Director <strong>of</strong> Student Advising.<br />
302 ONLINE ONLINE EDUCATION<br />
STUDENT SERVICES 303<br />
Student Services
Policies & Procedures<br />
Policies & Procedures<br />
Advancement<br />
Upon successful completion <strong>of</strong> the courses which comprise the fi rst<br />
academic year (the fi rst 24 credit hours/30 weeks), students advance<br />
to the second academic year. For programs containing more than<br />
two academic years, students advance to subsequent academic<br />
years with each 24 credit hours/30 weeks earned. They fi nish their<br />
Degree Programs’ advanced requirements in the latter months <strong>of</strong><br />
their training.<br />
Anti-Hazing Policy<br />
<strong>Full</strong> <strong>Sail</strong> does not allow hazing for any reason whatsoever. Students<br />
engaging in any potentially harmful activities will be disciplined and<br />
may be subject to suspension or termination.<br />
Appeals<br />
Any disciplinary or administrative action taken according to <strong>Full</strong> <strong>Sail</strong><br />
policies may be appealed to an Appeals Committee. Appeals must be<br />
submitted in writing to Student Advisors. The Appeals Committee is<br />
convened as required by the Director <strong>of</strong> Advising and consists <strong>of</strong> no<br />
less than fi ve senior <strong>Full</strong> <strong>Sail</strong> administrators including the Program<br />
Director for a given student’s particular program <strong>of</strong> study.<br />
Attendance<br />
For students in on-campus programs, regular class attendance and<br />
lab participation are two <strong>of</strong> the most signifi cant factors for success.<br />
Students are expected to attend classes and lab sessions unless<br />
prevented by illness or emergency. To satisfactorily complete a<br />
course, students must attend a minimum <strong>of</strong> 90 percent <strong>of</strong> the lectures,<br />
seminars, and lab sessions.<br />
If unexcused absences exceed 10 percent <strong>of</strong> a course’s total hours,<br />
students fail the course (see “Repeat <strong>of</strong> a Course” section on<br />
page 278). Tardiness is entered on class records, whether excused or<br />
unexcused. An accumulation <strong>of</strong> 5 “tardies” equals one unexcused<br />
absence. Leaving class early is considered an unexcused absence.<br />
The failure <strong>of</strong> a course either online or on campus can affect<br />
a student’s cumulative grade point average, thereby resulting<br />
in a probationary status. If no improvement is shown over the<br />
designated period, student status will then be determined by<br />
the Director <strong>of</strong> Student Affairs. This determination may include<br />
interruption <strong>of</strong> training.<br />
Auditing<br />
Graduates <strong>of</strong> <strong>Full</strong> <strong>Sail</strong>’s Degree Programs may audit (attend without<br />
credit) any current course in their degree program with permission<br />
<strong>of</strong> the Director <strong>of</strong> Student Affairs. Auditing is allowed on an availableseating<br />
basis.<br />
Changes<br />
<strong>Full</strong> <strong>Sail</strong> reserves the right to affect changes in tuition, textbooks,<br />
equipment, administration, schedules, subject matter, faculty and staff,<br />
and to teach courses in any order it deems necessary.<br />
Class Size<br />
<strong>Full</strong> <strong>Sail</strong>’s philosophy is to put students in environments with optimal<br />
student to instructor ratios. To achieve this, the student to lab specialist<br />
ratio in lab settings can vary from six-to-one to twenty-four-to-one,<br />
depending on the degree program and the needs <strong>of</strong> students in a<br />
specifi c lab.<br />
Lectures vary in size from course to course, but the maximum size<br />
for a degree program’s core curriculum is 85. In lectures attended by<br />
students from multiple degree programs, the maximum number is<br />
120. Although these are <strong>Full</strong> <strong>Sail</strong>’s published maximum class sizes,<br />
most classes within the degree programs typically range between<br />
36 and 85 students.<br />
Online course sections are limited to a maximum <strong>of</strong> 25 students<br />
per instructor.<br />
Conduct<br />
Students are expected to conduct themselves honorably and with<br />
dignity at all times. They are responsible for learning and abiding by<br />
state and local laws. Conviction for a criminal <strong>of</strong>fense or any behavior<br />
refl ecting dishonor or discredit on the college is suffi cient grounds<br />
for termination. In addition, <strong>Full</strong> <strong>Sail</strong> reserves the right to terminate<br />
enrollment in the event <strong>of</strong> cheating, disruptive behavior, substance<br />
abuse or destruction <strong>of</strong> property at studios, <strong>of</strong>fi ces, classrooms, or any<br />
other accommodations arranged by <strong>Full</strong> <strong>Sail</strong>. Although the mode <strong>of</strong><br />
dress is casual, shoes, pants and shirts must be worn at all <strong>Full</strong> <strong>Sail</strong>related<br />
activities. Discretion, modesty, and good taste are expected<br />
at all times.<br />
Course Numbering System<br />
Each course is assigned a three- or four-letter course prefi x that<br />
identifi es the degree program the class is associated with and a threeor<br />
four-digit course suffi x that identifi es the level, course number, and<br />
course version <strong>of</strong> each course within their respective program.<br />
Credit for Previous Education<br />
Students with previous postsecondary education or work experience<br />
may request credit for previous education.<br />
TRANSFER CREDIT<br />
Those seeking transfer credit from another accredited postsecondary<br />
school while attending <strong>Full</strong> <strong>Sail</strong> must submit an <strong>of</strong>fi cial transcript<br />
to the Transcript Registrar. To receive transfer credit, students must<br />
have successfully completed courses similar in scope and content<br />
to <strong>Full</strong> <strong>Sail</strong> courses. The submission <strong>of</strong> a copy <strong>of</strong> <strong>of</strong>fi cial college<br />
transcripts must occur within the fi rst two weeks <strong>of</strong> attendance<br />
at <strong>Full</strong> <strong>Sail</strong>. For those classes that begin the fi rst week in a degree<br />
program, a copy <strong>of</strong> <strong>of</strong>fi cial college transcripts must be received before<br />
class begins. The right to receive transfer credit for a course is only<br />
granted for successful completion <strong>of</strong> prior education in subjects that<br />
have received a grade <strong>of</strong> C or better. Acceptance <strong>of</strong> transfer credit may<br />
change a student’s eligibility for certain types <strong>of</strong> fi nancial aid.<br />
TEST OUT CREDIT<br />
Students who have work experience, or students who cannot provide<br />
a college transcript prior to the deadline for submission, may take the<br />
test out exam in each course for which credit is being sought and must<br />
obtain a raw score <strong>of</strong> 75 percent or better in order to receive credit.<br />
Test out exams must occur within the fi rst two weeks <strong>of</strong> attendance at<br />
<strong>Full</strong> <strong>Sail</strong>. For those classes that begin the fi rst week, the test must be<br />
taken before the course begins. The right to test out <strong>of</strong> a course is only<br />
granted for extensive experience.<br />
If credit is earned, the tuition and program hours are reduced<br />
accordingly. A minimum <strong>of</strong> 25 percent <strong>of</strong> a Degree Program’s semester<br />
hours or equivalent must be taken to receive a <strong>Full</strong> <strong>Sail</strong> Degree.<br />
Matriculation agreements with other postsecondary institutions or<br />
universities are handled on an individual basis and may negate the<br />
usual testing procedure.<br />
Test out exams are not available for all courses. Courses that are<br />
very gear specifi c may require both a written test out exam and a<br />
practical test out exam. Many intermediate and advanced courses in<br />
the program’s core curriculum are not eligible for test out exams. A<br />
specifi c list <strong>of</strong> courses available for test out credit may be obtained<br />
from the Director <strong>of</strong> Student Affairs. Credits earned by test out exam<br />
may change a student’s eligibility for certain types <strong>of</strong> fi nancial aid.<br />
TRANSFERABILITY OF CREDIT<br />
Questions regarding matriculation should be directed to the institution<br />
at which continued education is being sought. The transferability<br />
<strong>of</strong> credit from <strong>Full</strong> <strong>Sail</strong> to another institution is at the discretion <strong>of</strong><br />
the accepting institution. It is the student’s responsibility to confi rm<br />
whether or not credits will be accepted by another college.<br />
Evaluations<br />
During courses, students are evaluated on their performance through<br />
a series <strong>of</strong> quizzes, exams, and lab evaluations. They are evaluated on<br />
theory, technical and practical application, and attitude.<br />
Global Pr<strong>of</strong>essionalism Standards<br />
For over 30 years, <strong>Full</strong> <strong>Sail</strong> has built relationships within the<br />
Entertainment Media Industry and has learned from industry<br />
pr<strong>of</strong>essionals, our alumni and Advisory Board members, those<br />
items that are crucial to a successful career. It is the school’s role<br />
to ensure that each student understands, accepts, and adheres to<br />
specifi c industry expectations placed upon graduates as they pursue<br />
their chosen fi eld. In addition to the school’s widely-respected<br />
education, <strong>Full</strong> <strong>Sail</strong> is a unique community that promotes the<br />
importance <strong>of</strong> a vital code <strong>of</strong> conduct, which will allow a student<br />
to transition into a successful media pr<strong>of</strong>essional.<br />
The Global Pr<strong>of</strong>essionalism Standards (GPS) program is a formal set<br />
<strong>of</strong> standards for pr<strong>of</strong>essional conduct which refl ects the expectations<br />
<strong>of</strong> the industry. While these standards have been represented in<br />
the <strong>Full</strong> <strong>Sail</strong> Student Manual’s code <strong>of</strong> conduct since the school’s<br />
inception, this expanded program quantifi es these terms, allowing<br />
students to measure their progress as well as giving them a platform<br />
from which excellence can be gauged. These initiatives address<br />
the need for students and graduates alike to exhibit a desired level<br />
<strong>of</strong> pr<strong>of</strong>essionalism thereby ensuring each student a respectful,<br />
optimized learning environment, while allowing <strong>Full</strong> <strong>Sail</strong> graduates<br />
to be viewed as more competitive and better qualifi ed for entering<br />
the industry. The GPS contains fi ve main components that will<br />
be evaluated throughout the education term as a student. These<br />
components are:<br />
• Timeliness<br />
• Evidencing Respect<br />
• Preparation<br />
• Alertness/Attentiveness<br />
• Compliance with <strong>Full</strong> <strong>Sail</strong>’s policies as well as local and federal laws<br />
Each student’s pr<strong>of</strong>essional skills will be assessed during their tenure<br />
with <strong>Full</strong> <strong>Sail</strong> in three areas: Learning Environments, Education,<br />
and Community.<br />
• Learning Environments and Education: The ability to follow the<br />
code <strong>of</strong> conduct set forth in the <strong>Full</strong> <strong>Sail</strong> Student Manual (factors<br />
including: timeliness, evidencing respect, preparation, alertness/<br />
attentiveness and compliance with <strong>Full</strong> <strong>Sail</strong>’s policies as well as<br />
local and federal laws) will ensure that each student maintains a<br />
GPS score <strong>of</strong> 100 percent. Failure to follow any and/or all parts <strong>of</strong><br />
the <strong>Full</strong> <strong>Sail</strong> code <strong>of</strong> conduct will result in points being deducted<br />
from the GPS score.<br />
• Community: This element represents the ability to add to the GPS<br />
score by contributing and participating in events both within <strong>Full</strong><br />
<strong>Sail</strong> and throughout the larger community. Events may include:<br />
volunteer work, attending designated tutorials or workshops,<br />
starting or participating in a community-minded group, or<br />
organizing a benevolent fund-raising event.<br />
• The Global Pr<strong>of</strong>essionalism Standards program was<br />
created with the help <strong>of</strong> industry pr<strong>of</strong>essionals and students to<br />
help the current student become familiar with the pr<strong>of</strong>essional<br />
attributes <strong>of</strong> employment and to enhance the ability to<br />
successfully navigate within a pr<strong>of</strong>essional environment.<br />
Grading System<br />
GRADE NUMERICAL GRADE GRADE POINTS<br />
A+ 95–100 4.0<br />
A 90-94 3.5<br />
B+ 85-89 3.0<br />
B 80-84 2.5<br />
C+ 76-79 2.0<br />
C 73–75 1.5<br />
D 70-72 1.0<br />
F below 70 0<br />
304 POLICIES & PROCEDURES<br />
POLICIES & PROCEDURES 305
Policies & Procedures<br />
Policies & Procedures<br />
Florida’s Statewide Course Numbering System<br />
Courses in this catalog are identifi ed by prefi xes and numbers that<br />
were assigned by Florida’s Statewide Course Numbering System<br />
(SCNS). This numbering system is used by all public postsecondary<br />
institutions in Florida and 26 participating non-public institutions.<br />
The major purpose <strong>of</strong> this system is to facilitate the transfer <strong>of</strong> courses<br />
between participating institutions. Students and administrators can<br />
use the online Statewide Course Numbering System to obtain course<br />
descriptions and specifi c information about course transfer between<br />
participating Florida institutions. This information is at the SCNS<br />
website at http://scns.fl doe.org.<br />
Each participating institution controls the title, credit, and content <strong>of</strong><br />
its own courses and recommends the fi rst digit <strong>of</strong> the course number<br />
to indicate the level at which students normally take the course.<br />
Course prefi xes and the last three digits <strong>of</strong> the course numbers are<br />
assigned by members <strong>of</strong> faculty discipline committees appointed for<br />
that purpose by the Florida Department <strong>of</strong> Education in Tallahassee.<br />
Individuals nominated to serve on these committees are selected<br />
to maintain a representative balance as to type <strong>of</strong> institution and<br />
discipline fi eld or specialization.<br />
The course prefi x and each digit in the course number have a meaning<br />
in the Statewide Course Numbering System (SCNS). The list <strong>of</strong> course<br />
prefi xes and numbers, along with their generic titles, is referred to<br />
as the “SCNS taxonomy.” Descriptions <strong>of</strong> the content <strong>of</strong> courses are<br />
referred to as “statewide course pr<strong>of</strong>i les.”<br />
GENERAL RULE FOR COURSE EQUIVALENCIES<br />
Equivalent courses at different institutions are identifi ed by the same<br />
prefi xes and same last three digits <strong>of</strong> the course number and are<br />
guaranteed to be transferable between participating institutions that<br />
<strong>of</strong>fer the course, with a few exceptions. (Exceptions are listed below.)<br />
EXAMPLE OF COURSE IDENTIFIER<br />
PREFIX<br />
LEVEL CODE<br />
(FIRST DIGIT)<br />
CENTURY DIGIT<br />
(SECOND DIGIT)<br />
For example, a freshman composition skills course is <strong>of</strong>fered by 58<br />
different postsecondary institutions. Each institution uses “ENC_101” to<br />
identify its freshman composition skills course. The level code is the fi rst<br />
digit and represents the year in which students normally take the course<br />
at a specifi c institution. In the SCNS taxonomy, “ENC” means “English<br />
Composition,” the century digit “1” represents “Freshman Composition,”<br />
the decade digit “0” represents “Freshman Composition Skills,” and the<br />
unit digit “1” represents “Freshman Composition Skills I.”<br />
In the sciences and certain other areas, a “C” or “L” after the course<br />
number is known as a lab indicator. The “C” represents a combined<br />
lecture and laboratory course that meets in the same place at the same<br />
time. The “L” represents a laboratory course or the laboratory part <strong>of</strong><br />
a course, having the same prefi x and course number without a lab<br />
indicator, which meets at a different time or place.<br />
Transfer <strong>of</strong> any successfully completed course from one participating<br />
institution to another is guaranteed in cases where the course to be<br />
transferred is equivalent to one <strong>of</strong>fered by the receiving institution.<br />
Equivalencies are established by the same prefi x and last three digits<br />
and comparable faculty credentials at both institutions. For example,<br />
ENC 1101 is <strong>of</strong>fered at a community college. The same course is <strong>of</strong>fered<br />
at a state university as ENC 2101. A student who has successfully<br />
completed ENC 1101 at the community college is guaranteed to receive<br />
transfer credit for ENC 2101 at the state university if the student transfers.<br />
The student cannot be required to take ENC 2101 again since ENC 1101 is<br />
equivalent to ENC 2101. Transfer credit must be awarded for successfully<br />
completed equivalent courses and used by the receiving institution to<br />
determine satisfaction <strong>of</strong> requirements by transfer students on the same<br />
basis as credit awarded to the native students. It is the prerogative <strong>of</strong><br />
the receiving institution, however, to <strong>of</strong>fer transfer credit for courses<br />
successfully completed that have not been designated as equivalent.<br />
NOTE: CREDIT GENERATED AT INSTITUTIONS ON THE QUARTER-TERM SYSTEM MAY NOT TRANSFER<br />
THE EQUIVALENT NUMBER OF CREDITS TO INSTITUTIONS ON SEMESTER-TERM SYSTEMS. FOR<br />
EXAMPLE, 4.0 QUARTER HOURS OFTEN TRANSFERS AS 2.67 SEMESTER HOURS.<br />
DECADE DIGIT<br />
(THIRD DIGIT)<br />
UNIT DIGIT<br />
(FOURTH DIGIT)<br />
ENC 1 1 0 1<br />
English<br />
Composition<br />
Lower (Freshman)<br />
Level At This Institution<br />
Freshman Composition<br />
Freshman<br />
Composition Skills<br />
Freshman<br />
Composition Skills I<br />
LAB CODE<br />
No laboratory component<br />
in this course<br />
THE COURSE PREFIX<br />
The course prefi x is a three-letter designator for a major division <strong>of</strong> an<br />
academic discipline, subject matter area, or sub-category <strong>of</strong> knowledge.<br />
The prefi x is not intended to identify the department in which a course<br />
is <strong>of</strong>fered. Rather, the content <strong>of</strong> a course determines the assigned prefi x<br />
to identify the course.<br />
AUTHORITY FOR ACCEPTANCE OF EQUIVALENT COURSES<br />
Section 1007.24(7), Florida Statutes, states:<br />
Any student who transfers among postsecondary institutions that are<br />
fully accredited by a regional or national accrediting agency recognized<br />
by the United States Department <strong>of</strong> Education and that participate in<br />
the statewide course numbering system shall be awarded credit by the<br />
receiving institution for courses satisfactorily completed by the student<br />
at the previous institutions. Credit shall be awarded if the courses<br />
are judged by the appropriate statewide course numbering system<br />
faculty committees representing school districts, public postsecondary<br />
educational institutions, and participating nonpublic postsecondary<br />
educational institutions to be academically equivalent to courses <strong>of</strong>fered<br />
at the receiving institution, including equivalency <strong>of</strong> faculty credentials,<br />
regardless <strong>of</strong> the public or nonpublic control <strong>of</strong> the previous institution.<br />
The Department <strong>of</strong> Education shall ensure that credits to be accepted<br />
by a receiving institution are generated in courses for which the faculty<br />
possess credentials that are comparable to those required by the<br />
accrediting association <strong>of</strong> the receiving institution. The award <strong>of</strong> credit<br />
may be limited to courses that are entered in the statewide course<br />
numbering system. Credits awarded pursuant to this subsection shall<br />
satisfy institutional requirements on the same basis as credits awarded<br />
to native students.<br />
EXCEPTIONS TO THE GENERAL RULE FOR EQUIVALENCY<br />
Since the initial implementation <strong>of</strong> the SCNS, specifi c disciplines or<br />
types <strong>of</strong> courses have been excepted from the guarantee <strong>of</strong> transfer for<br />
equivalent courses. These include varying topics courses that must be<br />
evaluated individually, or applied courses in which the student must be<br />
evaluated for mastery <strong>of</strong> skill and technique. The following courses are<br />
exceptions to the general rule for course equivalencies and may not<br />
transfer. Transferability is at the discretion <strong>of</strong> the receiving institution.<br />
» Courses not <strong>of</strong>fered by the receiving institution.<br />
» For courses at non-regionally accredited institutions,<br />
courses <strong>of</strong>fered prior to the established transfer date<br />
<strong>of</strong> the course in question.<br />
» Courses in the _900-999 series are not automatically<br />
transferable, and must be evaluated individually. These<br />
include such courses as Special Topics, Internships,<br />
Practica, Study Abroad, Thesis and Dissertations.<br />
» College preparatory and vocational preparatory courses.<br />
» Graduate courses.<br />
» Internships, practica, clinical experiences and study abroad<br />
courses with numbers other than those ranging from 900-999.<br />
» Applied courses in the performing arts (Art, Dance, Interior<br />
Design, Music, and Theatre) and skills courses in Criminal<br />
Justice are not guaranteed as transferable.<br />
COURSES AT NONREGIONALLY ACCREDITED INSTITUTIONS<br />
The Statewide Course Numbering System makes available on its<br />
home page (http://scns.fl doe.org) a report entitled “Courses at<br />
Nonregionally Accredited Institutions” that contains a comprehensive<br />
listing <strong>of</strong> all nonpublic institution courses in the SCNS inventory, as<br />
well as each course’s transfer level and transfer effective date. This<br />
report is updated monthly.<br />
Questions about the Statewide Course Numbering System and<br />
appeals regarding course credit transfer decisions should be directed<br />
to (Name <strong>of</strong> Statewide Course Numbering System Institution<br />
Contact) in the (Offi ce where Institution Contact may be located)<br />
or the Florida Department <strong>of</strong> Education, Offi ce <strong>of</strong> Articulation, 1401<br />
Turlington Building, Tallahassee, Florida 32399-0400. Special reports<br />
and technical information may be requested by calling the Statewide<br />
Course Numbering System <strong>of</strong>fi ce at (850) 245-0427 or via the internet<br />
at http://scns.fl doe.org.<br />
306 POLICIES & PROCEDURES POLICIES & PROCEDURES 307
Policies & Procedures<br />
Policies & Procedures<br />
Graduation Requirements<br />
In order to receive a degree from one <strong>of</strong> <strong>Full</strong> <strong>Sail</strong>’s undergraduate<br />
degree programs, a student must:<br />
1. Achieve a minimum GPA <strong>of</strong> 1.0 in each course and an<br />
attendance rate <strong>of</strong> 90 percent in each course,<br />
2. Complete all applicable courses within the degree,<br />
3. Not accrue in excess <strong>of</strong> 1.5 times the credits required to<br />
complete the program,<br />
4. Achieve an overall cumulative GPA <strong>of</strong> 2.0, and<br />
5. Fulfi ll all fi nancial responsibilities.<br />
In order to receive a degree from one <strong>of</strong> <strong>Full</strong> <strong>Sail</strong>’s graduate degree<br />
programs, a student must:<br />
1. Achieve a minimum GPA <strong>of</strong> 2.0 and a minimum<br />
attendance rate <strong>of</strong> 90 percent in each course,<br />
2. Complete all applicable courses within the degree,<br />
3. Not accrue in excess <strong>of</strong> 1.5 times the credits required to<br />
complete the program,<br />
4. Achieve an overall cumulative GPA <strong>of</strong> 3.0, and<br />
5. Fulfi ll all fi nancial responsibilities.<br />
Individual Courses<br />
Individual Courses are <strong>of</strong>fered for personal benefi t and do not<br />
necessarily lead to employment. Retakes for attendance reasons<br />
are permitted for each course only if tuition is paid again. No<br />
consideration for a refund is given in the event <strong>of</strong> a course not being<br />
satisfactorily completed. The deposit submitted with an application for<br />
any individual course is for the purpose <strong>of</strong> reserving a seat in the class<br />
(based on available seating), and in the event <strong>of</strong> cancellation prior<br />
to the fi rst day <strong>of</strong> class, is fully refundable within 30 days <strong>of</strong> notice<br />
to cancel. Requirements for satisfactory progress are maintained<br />
for individual course students. In order to successfully complete<br />
each individual course taken, students must attend a minimum <strong>of</strong><br />
90 percent <strong>of</strong> the lectures, seminars, and lab sessions, and achieve a<br />
minimum grade point average <strong>of</strong> 1.0.<br />
Interruption <strong>of</strong> Training<br />
In the event <strong>of</strong> extenuating circumstances, students may be permitted<br />
to interrupt their training temporarily (IOT). Students must discuss<br />
eligibility and ramifi cations <strong>of</strong> an IOT with a Student Advisor. An IOT<br />
may be granted for a limited time to students who have maintained<br />
satisfactory progress. Those not returning to class at the scheduled<br />
end <strong>of</strong> the IOT are terminated using their last actual day <strong>of</strong> attendance<br />
as the date for processing the termination.<br />
Living Expenses<br />
Disbursement <strong>of</strong> living expense funds due to the student may be<br />
withheld or delayed pending receipt <strong>of</strong> payment for any outstanding<br />
account balances owed by the student. Students not actively attending<br />
classes may not receive living expense disbursements.<br />
Make-up Work<br />
Students with an excused absence who are eligible to make up work<br />
should contact the appropriate Course Director(s) within seven days to<br />
make arrangements.<br />
Maximum Time Frame for Program Completion<br />
The credit hours attempted for any Degree Program cannot exceed<br />
1.5 times the credit hours required to complete the program. This<br />
maximum time frame requirement is a standard mandated by the<br />
accrediting body, and students who exceed the time frame are<br />
dismissed from the Degree Program.<br />
Probationary Status<br />
Students who do not meet <strong>Full</strong> <strong>Sail</strong> grading, attendance, fi nancial,<br />
or conduct standards may be placed on probation. During this time,<br />
students are advised as to the level <strong>of</strong> improvement or the action<br />
necessary to rectify the probationary status. Students are removed<br />
from probation when satisfactory progress standards have been met.<br />
Students who do not meet satisfactory progress requirements at the<br />
end <strong>of</strong> their probationary period are subject to termination.<br />
Progress Records and Reports<br />
Progress records are permanently maintained by the school. Grades<br />
and attendance for each course are posted on the student’s personal<br />
page on the Student Intranet site. Un<strong>of</strong>fi cial transcripts <strong>of</strong> student<br />
progress are available by completing a Transcript Request Form.<br />
Parents seeking access to this progress must have students sign an<br />
authorization to release records and, that being done, may call the<br />
college for a verbal check on academic progress.<br />
Transcript requests must be in writing from the student. To request<br />
a transcript, the student may either complete a Transcript Request<br />
Form in the Education Reception Area, on the Student Intranet site,<br />
or by sending a letter that includes the student’s full name, date <strong>of</strong><br />
birth, program <strong>of</strong> study, and the student’s signature. Requests for<br />
transcripts will be processed within 14 days <strong>of</strong> receipt. Transcripts<br />
will be available for pick-up at the Education Reception desk unless<br />
instructed otherwise by the student. There is a $5.00 charge for each<br />
<strong>of</strong>fi cial transcript.<br />
Re-Entry<br />
Students who have been dismissed and wish to return to school<br />
must submit a written request for re-entry. They may re-enter only<br />
at the discretion <strong>of</strong> the Director <strong>of</strong> Student Advising. Students who<br />
have been allowed to re-enter may return at their original tuition<br />
rate as long as the return is within one year <strong>of</strong> their dismissal. If<br />
more than one year has passed, students re-enter at current tuition.<br />
Students receive fi nancial credit for all previous <strong>Full</strong> <strong>Sail</strong> training at the<br />
correlated tuition. Any balance <strong>of</strong> tuition must be paid prior to re-entry.<br />
Upon re-entry, students are placed on probation for eight weeks and<br />
must maintain satisfactory progress to continue. Once satisfactory<br />
progress is achieved, probation is discontinued and they may continue<br />
their education as well as re-apply for fi nancial aid.<br />
Institutional Refund Policy<br />
REFUNDS<br />
<strong>Full</strong> <strong>Sail</strong> <strong>University</strong>’s Institutional Refund Policy has been established<br />
in accordance with current state and federal regulations and<br />
applicable accrediting standards. A refund to the student or fund<br />
source may result from the application <strong>of</strong> <strong>Full</strong> <strong>Sail</strong> <strong>University</strong>’s<br />
Institutional Refund Policy.<br />
REFUNDS DUE TO CANCELLATIONS<br />
Students who are rejected by the college, cancel application within<br />
fi ve (5) business days <strong>of</strong> <strong>Full</strong> <strong>Sail</strong> <strong>University</strong>’s receipt <strong>of</strong> the application<br />
fee, or cancel enrollment within fi ve (5) business days <strong>of</strong> <strong>Full</strong> <strong>Sail</strong><br />
<strong>University</strong>’s receipt <strong>of</strong> a signed enrollment agreement are entitled to<br />
a 100% refund <strong>of</strong> tuition (0% tuition charged) and a refund <strong>of</strong> the $75<br />
application fee.<br />
Students who have not visited <strong>Full</strong> <strong>Sail</strong> <strong>University</strong> prior to enrollment<br />
will have the opportunity to cancel all courses without penalty (0%<br />
<strong>of</strong> tuition charged, excluding the application fee) within three (3)<br />
business days following either the regularly scheduled orientation or<br />
following a tour <strong>of</strong> the school.<br />
Under any other circumstances, the $75 application fee is retained by<br />
<strong>Full</strong> <strong>Sail</strong> <strong>University</strong>.<br />
If a student is terminated, withdraws, or otherwise fails to complete<br />
a semester and received fi nancial aid while enrolled, the federal<br />
government dictates how refunds (if applicable) are repaid.<br />
The return <strong>of</strong> fi nancial aid is dictated by the Return <strong>of</strong> Title IV Funds<br />
calculation policy. If a refund results from this calculation, federal<br />
policy requires that these unearned funds be returned to the<br />
applicable Title IV fund source.<br />
Funds are refunded to the Title IV fund source in the following<br />
federally mandated order:<br />
1. Unsubsidized Federal Stafford loans<br />
2. Subsidized Federal Stafford loans<br />
3. Federal PLUS loans<br />
4. Federal Pell grants<br />
5. Academic Competitiveness Grant (ACG)<br />
6. National Science & Mathematics Access to Retain<br />
Talent (SMART)<br />
7. Federal Supplemental Education Opportunity Grant<br />
(FSEOG)<br />
8. Other grant or loan assistance authorized by Title IV <strong>of</strong><br />
the HEA, as amended<br />
When student withdrawal involves the repayment <strong>of</strong> Title IV funds,<br />
<strong>Full</strong> <strong>Sail</strong> <strong>University</strong> returns these funds based upon a federally<br />
recognized payment period. <strong>Full</strong> <strong>Sail</strong> <strong>University</strong>’s federally recognized<br />
payment period is defi ned as a semester.<br />
If a student withdraws on or before completing 60% <strong>of</strong> the federally<br />
recognized payment period (defi ned above), a portion <strong>of</strong> the total<br />
Title IV funds awarded will be returned. The Return <strong>of</strong> Title IV Funds<br />
calculation may result in a student owing a balance to the federal<br />
government and, in some cases, to <strong>Full</strong> <strong>Sail</strong> <strong>University</strong>.<br />
Refunds are made within thirty (30) days <strong>of</strong> termination or withdrawal.<br />
If a student is provided with living expense funds originating<br />
from a student fi nancial assistance program and fails to<br />
complete the semester for any reason, the student is required<br />
to return the unearned funds. <strong>Full</strong> <strong>Sail</strong> <strong>University</strong> will notify the<br />
student <strong>of</strong> the amount owed. If the student fails to satisfy the<br />
repayment, he or she will be ineligible for any further federal<br />
student fi nancial aid assistance.<br />
REFUNDS DUE TO WITHDRAWAL<br />
<strong>Full</strong> <strong>Sail</strong> <strong>University</strong> has an established add/drop period that is the fi rst<br />
week <strong>of</strong> each semester. All tuition, excluding the application fee, will<br />
be refunded to students who drop within the add/drop period. After<br />
the add/drop period, the tuition and fees for the semester will be<br />
charged as follows:<br />
PERCENTAGE OF TUITION CHARGED DROP DATE<br />
0% <strong>of</strong> tuition charged .......................... Prior to semester start date<br />
0% <strong>of</strong> tuition charged ...... During add/drop period (first week <strong>of</strong> semester)<br />
25% <strong>of</strong> tuition charged ....................During second week <strong>of</strong> semester<br />
75% <strong>of</strong> tuition charged ...................... During third week <strong>of</strong> semester<br />
100% <strong>of</strong> tuition charged ....................... After third week <strong>of</strong> semester<br />
All institutional fees will be refunded to students when unopened<br />
materials and equipment are returned to <strong>Full</strong> <strong>Sail</strong> <strong>University</strong>.<br />
The date from which the refund is calculated is the last date that<br />
the student attended a class. Refunds will be made within thirty<br />
(30) days <strong>of</strong> the date that <strong>Full</strong> <strong>Sail</strong> <strong>University</strong> determines that the<br />
student has withdrawn. The original source from which monies are<br />
received dictates the entity to which monies are to be refunded.<br />
Refunds due to the student that are less than one dollar are not<br />
issued unless the student submits a written request. In the event <strong>of</strong><br />
a student’s prolonged illness, accident, death in the family, or other<br />
circumstances that make completion <strong>of</strong> the semester impossible or<br />
impractical, the school will attempt to make a fair and reasonable<br />
settlement. <strong>Full</strong> <strong>Sail</strong> <strong>University</strong> reserves the right to modify these<br />
policies in order to remain in compliance with any changes in the<br />
applicable laws and regulations.<br />
Living Expense Repayment<br />
If a student is provided with living expense funds originating from a<br />
student fi nancial assistance program and the student fails to complete the<br />
semester for any reason, the student is required to return the unearned<br />
funds. <strong>Full</strong> <strong>Sail</strong> will notify the student <strong>of</strong> the amount owed. If the student<br />
fails to satisfy the repayment, he or she will be ineligible for any further<br />
federal student fi nancial aid assistance.<br />
308 POLICIES & PROCEDURES<br />
POLICIES & PROCEDURES 309
Policies & Procedures<br />
Policies & Procedures<br />
Repeat <strong>of</strong> a Course<br />
Students with satisfactory attendance who fail a course for academic<br />
reasons are permitted to retake the course. Students must maintain<br />
satisfactory progress throughout the second attempt and complete<br />
all coursework given. There is no additional charge for retakes due<br />
to excused absences or poor academic achievement, however, if a<br />
student withdraws prior to graduation, all weeks <strong>of</strong> attendance (even<br />
repeats for academic failure) will be counted toward the weeks <strong>of</strong><br />
attendance for percentage <strong>of</strong> tuition owed.<br />
Students who fail a course due to poor attendance, or who retake a<br />
course for a third time, must repay the course tuition.<br />
There are some courses in degree programs that a student must<br />
complete within two attempts, or that student will be dismissed from<br />
the program. This information is provided to the students in the<br />
syllabus received on the fi rst day <strong>of</strong> those classes.<br />
Satisfactory Progress<br />
Satisfactory progress is evaluated at the end <strong>of</strong> each course and<br />
at 24 credit hours/30 weeks (which represents the end <strong>of</strong> the fi rst<br />
academic year). Students are graded by periodic examinations,<br />
both written and practical, using a standard system <strong>of</strong> percentages<br />
to gauge progress. To successfully complete each course, in an<br />
undergraduate program, a student must attain a grade <strong>of</strong> D or better,<br />
and attend a minimum <strong>of</strong> 90 percent <strong>of</strong> the lectures and labs. To<br />
successfully complete each course in a graduate program, a student<br />
must attain a grade <strong>of</strong> C or better, and attend a minimum <strong>of</strong> 90 percent<br />
<strong>of</strong> the lectures and labs.<br />
To maintain satisfactory progress in an undergraduate program,<br />
students must attain a minimum cumulative grade point average<br />
<strong>of</strong> 1.0 at the end <strong>of</strong> the fi rst 25 percent <strong>of</strong> their program, a 1.5<br />
cumulative grade point average by the mid-point <strong>of</strong> their program<br />
and a 2.0 cumulative grade point average by graduation. To maintain<br />
satisfactory progress in a graduate program, students must attain<br />
a minimum cumulative grade point average <strong>of</strong> 2.0 at the end <strong>of</strong><br />
the fi rst 25 percent <strong>of</strong> their program, a 2.5 cumulative grade point<br />
average by the mid-point <strong>of</strong> their program and a 3.0 cumulative<br />
grade point average by graduation. Students who fail to meet these<br />
standards are placed on probation. This probation is usually for<br />
a 90-day period. Those who fail to achieve satisfactory progress<br />
after the probationary period may be terminated. This is left to<br />
the discretion <strong>of</strong> the Director <strong>of</strong> Student Advising. Mitigating<br />
circumstances are taken into consideration.<br />
Students are required to follow a predetermined program <strong>of</strong> study;<br />
the school does not <strong>of</strong>fer noncredit remedial courses or a grade <strong>of</strong><br />
incomplete for a course in an undergraduate degree program.<br />
The exception to this is the Game Development Bachelor <strong>of</strong> Science<br />
Degree Program where students may be required to complete a<br />
noncredit math and pre-programming preparation course prior to<br />
beginning the core course requirements in the Degree Program<br />
curriculum. Students will be scheduled for this course based upon<br />
results <strong>of</strong> the math assessment skills test taken before the fi rst day<br />
<strong>of</strong> class.<br />
Student Complaint/Grievance Procedure<br />
Students are encouraged to discuss academic progress, career goals,<br />
suggestions, and/or concerns with <strong>Full</strong> <strong>Sail</strong> staff members and/or<br />
administrators. Appointments with a Student Advisor, the Director <strong>of</strong><br />
Student Affairs, and/or any other staff member may be scheduled. In<br />
the event <strong>of</strong> a concern, grievance or complaint that is not satisfactorily<br />
addressed in a meeting with the appropriate staff/faculty member,<br />
a student may acquire a complaint form from a Student Advisor<br />
and submit in writing the concern to the Director <strong>of</strong> Student Affairs.<br />
The Director <strong>of</strong> Student Affairs will review each complaint with all<br />
appropriate staff members and provide a written response to the<br />
student within 15 days <strong>of</strong> receiving the grievance.<br />
Schools accredited by the Accrediting Commission <strong>of</strong> Career Schools<br />
and Colleges must have a procedure and operational plan for<br />
handling student complaints. If a student does not feel that <strong>Full</strong> <strong>Sail</strong><br />
has adequately addressed a complaint or concern, the student may<br />
consider contacting the Accrediting Commission. All complaints<br />
considered by the Commission must be in written form with<br />
permission by the complainant(s) for the Commission to forward a<br />
copy <strong>of</strong> the complaint to the school for a response. The complainant(s)<br />
will be kept informed as to the status <strong>of</strong> the complaint as well as the<br />
fi nal resolution by the Commission. Please direct all inquiries to:<br />
» Accrediting Commission <strong>of</strong> Career Schools and Colleges<br />
2101 Wilson Boulevard, Suite 302<br />
Arlington, VA 22201<br />
(703) 247-4212<br />
A copy <strong>of</strong> the Commission’s Complaint Form is available at the<br />
school and may be obtained by contacting Debbie Mills, Director<br />
<strong>of</strong> Student Affairs.<br />
Students Receiving Veterans Benefits<br />
CREDIT FOR PREVIOUS TRAINING FOR STUDENTS RECEIVING<br />
VETERANS BENEFITS<br />
Students receiving veterans benefi ts with previous postsecondary<br />
education must submit an <strong>of</strong>fi cial transcript to the Transcript Registrar<br />
for review. Students receiving veterans benefi ts with extensive work<br />
experience may take the test out / fi nal exam in relevant courses to<br />
receive credit for previous training. If credit is given or transfer credit<br />
is awarded, the training time within the program may be shortened<br />
and the tuition reduced accordingly.<br />
SATISFACTORY PROGRESS FOR STUDENTS<br />
RECEIVING VETERANS BENEFITS<br />
A standard system <strong>of</strong> percentages is used for measuring progress in<br />
each course. Students are given periodic examinations, both written<br />
and practical. Those receiving veterans benefi ts are evaluated at the<br />
end <strong>of</strong> each class. In order to maintain satisfactory progress, students<br />
must have a 1.0 term GPA at the end <strong>of</strong> each evaluation period and<br />
have a cumulative grade point average at the 25%, mid-point and<br />
end <strong>of</strong> the program that meets the same graduation requirements for<br />
all degree program students. Those who do not achieve satisfactory<br />
progress at the end <strong>of</strong> each evaluation are placed on probation for<br />
eight weeks. Students who do not achieve satisfactory progress on or<br />
before the end <strong>of</strong> the eight week probation period have their veterans<br />
benefi ts terminated and are subject to termination from <strong>Full</strong> <strong>Sail</strong>. In<br />
this event, students are responsible for payment <strong>of</strong> any remaining<br />
tuition balance.<br />
Students must earn 90 percent attendance in each course in order to<br />
maintain veterans benefi ts. Those students not achieving 90 percent<br />
on the evaluation date are placed on probation for one month <strong>of</strong><br />
instruction. The VA is notifi ed <strong>of</strong> unsatisfactory attendance if 90<br />
percent attendance is not attained. Benefi ts are terminated by the VA if<br />
satisfactory attendance is not maintained.<br />
REPORTING FOR STUDENTS RECEIVING VETERANS BENEFITS<br />
Students are responsible for reporting changes in their enrollment<br />
status to <strong>Full</strong> <strong>Sail</strong>’s certifying <strong>of</strong>fi cial and to the VA. The law requires<br />
that education benefi ts to veterans be discontinued when students<br />
cease to maintain satisfactory attendance, progress, or conduct<br />
during training.<br />
RE-ENTRY FOR STUDENTS RECEIVING VETERANS BENEFITS<br />
Students receiving veterans benefi ts who are dismissed for<br />
unsatisfactory progress, poor attendance, misconduct or any other<br />
reason must seek re-entry through the Student Advisors in the<br />
Education Department. These students may be re-admitted into the<br />
program at the discretion <strong>of</strong> the Director <strong>of</strong> Student Advising. They<br />
re-enter under a probationary status and those receiving veterans<br />
benefi ts are evaluated one month after re-entry. A term grade point<br />
average <strong>of</strong> at least 1.0, satisfactory attendance and good conduct<br />
are required to continue training and, at that point, students are<br />
again eligible to apply for veterans benefi ts. Students must maintain<br />
satisfactory progress and attendance for the remainder <strong>of</strong> the<br />
program. If satisfactory progress is not maintained, veterans benefi ts<br />
are denied and the students are responsible for the balance <strong>of</strong> the<br />
tuition owed.<br />
Termination Policy and Borrower’s Agreement<br />
A student may terminate their enrollment agreement by giving<br />
written notice to <strong>Full</strong> <strong>Sail</strong> <strong>University</strong>, subject to the terms as outlined<br />
in the Institutional Refund Policy section <strong>of</strong> this catalog.<br />
<strong>Full</strong> <strong>Sail</strong> <strong>University</strong> reserves the right to terminate the enrollment<br />
agreement in the event <strong>of</strong> (i) disruptive behavior by a student, (ii)<br />
destruction <strong>of</strong> property by a student, (iii) nonpayment <strong>of</strong> tuition,<br />
(iv) unsatisfactory progress, (v) poor attendance, or (vi) failure to<br />
satisfactorily complete all required courses prior to attempting 150%<br />
<strong>of</strong> the credit hours required to complete the semester.<br />
A student’s dissatisfaction with or nonreceipt <strong>of</strong> educational services<br />
<strong>of</strong>fered by <strong>Full</strong> <strong>Sail</strong> <strong>University</strong> does not excuse the student from<br />
repayment <strong>of</strong> any private loan, grant, federal loan, or other loan<br />
whatsoever made to the student for enrollment and completion <strong>of</strong><br />
training at <strong>Full</strong> <strong>Sail</strong> <strong>University</strong>.<br />
Clock Hour-to-Credit Hour Conversion<br />
The expression <strong>of</strong> a clock hour-to-credit hour conversion formula is<br />
for convenience and information only. One “clock hour” is defi ned as<br />
a period <strong>of</strong> one hour comprising no less than 50 minutes <strong>of</strong> class time<br />
with a 10 minute break. The conversion <strong>of</strong> clock hours to credit hours<br />
is calculated on a semester credit hour basis which varies according<br />
to the content <strong>of</strong> the course. One semester credit hour is equivalent to<br />
any <strong>of</strong> the following:<br />
a) 15 clock hours <strong>of</strong> lecture time,<br />
b) 30 clock hours <strong>of</strong> supervised laboratory instruction plus<br />
the appropriate outside preparation,<br />
c) 30 clock hours <strong>of</strong> independent study with measured<br />
achieved competency relative to the required subject<br />
objectives, or<br />
d) not fewer than 45 hours <strong>of</strong> internship or the equivalent.<br />
310 POLICIES & PROCEDURES<br />
POLICIES & PROCEDURES 311
Licenses & Accreditation<br />
Licenses & Accreditation<br />
<strong>Full</strong> <strong>Sail</strong> <strong>University</strong> is licensed by the Commission for Independent<br />
Education, Florida Department <strong>of</strong> Education. Additional information<br />
regarding this institution may be obtained by contacting the<br />
Commission at 325 West Gaines Street, Suite 1414, Tallahassee, FL<br />
32399-0400, toll-free telephone number (888) 224-6684.<br />
<strong>Full</strong> <strong>Sail</strong> <strong>University</strong> is licensed to <strong>of</strong>fer Associate <strong>of</strong> Science, Bachelor<br />
<strong>of</strong> Science, Master <strong>of</strong> Science, Master <strong>of</strong> Fine Arts Degrees, and<br />
graduate certifi cates by the Commission for Independent Education.<br />
<strong>Full</strong> <strong>Sail</strong> is accredited by the Accrediting Commission <strong>of</strong> Career<br />
Schools and Colleges(ACCSC), [School # 055214]. The ACCSC is<br />
listed by the U.S. Department <strong>of</strong> Education as a nationally recognized<br />
accrediting agency under the provisions <strong>of</strong> Title 34, Chapter VI, Part<br />
602 <strong>of</strong> the U.S. Code <strong>of</strong> Federal Regulations.<br />
<strong>Full</strong> <strong>Sail</strong> <strong>of</strong>fers the following degrees and certifi cates:<br />
Master <strong>of</strong> Science Degrees<br />
• Education Media Design & Technology<br />
• Entertainment Business<br />
• Game Design<br />
• Internet Marketing<br />
Master <strong>of</strong> Arts Degree<br />
• New Media Journalism<br />
Master <strong>of</strong> Fine Arts Degree<br />
• Creative Writing<br />
• Media Design<br />
Bachelor <strong>of</strong> Fine Arts Degree<br />
• Creative Writing for Entertainment<br />
Bachelor <strong>of</strong> Science Degrees<br />
• Computer Animation<br />
• Digital Arts & Design<br />
• Digital Cinematography<br />
• Entertainment Business<br />
• Film<br />
• Game Art<br />
• Game Design<br />
• Game Development<br />
• Graphic Design<br />
• Internet Marketing<br />
• Mobile Development<br />
• Music Business<br />
• Music Production<br />
• Recording Arts<br />
• Show Production<br />
• Sports Marketing & Media<br />
• Web Design & Development<br />
Associate <strong>of</strong> Science Degrees<br />
• Graphic Design<br />
• Recording Engineering<br />
Graduate Certifi cates<br />
• Education Media Design & Technology<br />
• Internet Marketing<br />
<strong>Full</strong> <strong>Sail</strong> qualifi es as an eligible institution under Title IV <strong>of</strong> the<br />
United States Department <strong>of</strong> Education, Higher Education Act<br />
<strong>of</strong> 1965, as amended. Financial aid is available for students<br />
who qualify.<br />
<strong>Full</strong> <strong>Sail</strong> is approved for veterans training by the Bureau <strong>of</strong> State<br />
Approving for Veterans Training, Florida Department <strong>of</strong><br />
Veterans Affairs.<br />
<strong>Full</strong> <strong>Sail</strong> is authorized under federal law to enroll non-immigrant,<br />
alien students.<br />
<strong>Full</strong> <strong>Sail</strong> <strong>University</strong> is registered as a Private Institution with<br />
the Minnesota Offi ce <strong>of</strong> Higher Education pursuant to sections<br />
136A.61 to 136A.71. Registration is not an endorsement <strong>of</strong> the<br />
institution. Credits earned at the institution may not transfer to<br />
all other institutions.<br />
Notice <strong>of</strong> Availability <strong>of</strong> Annual Security Report<br />
A copy <strong>of</strong> <strong>Full</strong> <strong>Sail</strong>’s Annual Security Report is available to<br />
prospective students upon request. This report includes statistics<br />
for the previous three years concerning reported crimes that<br />
occurred on-campus; in certain <strong>of</strong>f-campus buildings or property<br />
owned or controlled by <strong>Full</strong> <strong>Sail</strong>; and on public property within,<br />
or immediately adjacent to and accessible from, the campus.<br />
The report also includes institutional policies concerning campus<br />
security and other matters. You can obtain a copy <strong>of</strong> this report by<br />
contacting your Admissions Representative.<br />
Memberships/Affiliations<br />
Accrediting Commission <strong>of</strong> Career Schools and Colleges<br />
Association for Computing Machinery<br />
Association <strong>of</strong> Private Sector Colleges and Universities<br />
ACM SIGGRAPH<br />
Advanced Educational Research Association<br />
American Institute <strong>of</strong> Graphic Arts<br />
Alias Global User Association<br />
American Academy <strong>of</strong> Advertising<br />
American Bar Association<br />
American Counseling Association<br />
American Library Association<br />
American Management Association<br />
American Marketing Association<br />
American Society for Group Workers<br />
Apple Distinquished Educators<br />
Apple <strong>University</strong> Executive Forum<br />
Attention Defi cit Disorder Association<br />
Audio Engineering Society<br />
Autodesk User Group<br />
Autodesk Education<br />
Better Business Bureau<br />
Central Florida Teachers <strong>of</strong> English to Speakers <strong>of</strong> Other Languages<br />
Commission for Independent Education<br />
Educational Theater Association<br />
Educause<br />
Entertainment Arts and Sports Law – Florida Bar<br />
Enzian Theater Advisory Board<br />
Federal Bar Association<br />
Florida Association <strong>of</strong> Postsecondary Schools and Colleges<br />
Florida Bar Association<br />
Florida Film Group<br />
Florida Institute for Film Education<br />
Florida Motion Picture and Television Association<br />
Game Developers Conference<br />
Hewlett-Packard Artist and Animators <strong>of</strong> the Future Advisory Council<br />
iLL Clan<br />
Institute for Electrical and Electronics Engineers<br />
Instructional Technology Council<br />
Independent Game Developers Association<br />
International Advertising Association<br />
Maitland Art Center<br />
Modern Language Association<br />
Music and Entertainment Industry Educators Association<br />
National Academy <strong>of</strong> Television Arts and Sciences<br />
National Association <strong>of</strong> Broadcasters<br />
National Association <strong>of</strong> Latino Independent Producers<br />
National Association <strong>of</strong> Women Business Owners<br />
National Association <strong>of</strong> Recording Merchandisers<br />
National Council for Teachers <strong>of</strong> English<br />
National Systems Contractors Association<br />
New Media Consortium<br />
North American Council <strong>of</strong> Online Learning<br />
Orlando Advertising Federation<br />
Orlando Chamber <strong>of</strong> Commerce<br />
Orlando Museum <strong>of</strong> Art<br />
Orlando Science Center<br />
Otronicon<br />
Pr<strong>of</strong>essional Educators Network <strong>of</strong> Florida<br />
Pr<strong>of</strong>essional Photoshop User Group<br />
Project Management Institute<br />
Project Zero with Harvard <strong>University</strong><br />
State Educational Technology Directors Association<br />
Search Engine Marketing Pr<strong>of</strong>essional Organization<br />
Society <strong>of</strong> Motion Picture and Television Engineers<br />
Society <strong>of</strong> Pr<strong>of</strong>essional Audio Recording Studios<br />
Teachers <strong>of</strong> English to Speakers <strong>of</strong> Other Languages<br />
The National Academy <strong>of</strong> Recording Arts and Sciences<br />
Winter Park Chamber <strong>of</strong> Commerce<br />
Winter Park Hospital<br />
Women in Film and Television<br />
Governing Body<br />
<strong>Full</strong> <strong>Sail</strong> <strong>University</strong> is a fi ctitious name registered by <strong>Full</strong> <strong>Sail</strong>, LLC.,<br />
organized and chartered under the laws <strong>of</strong> the State <strong>of</strong> Florida. The<br />
address <strong>of</strong> the governing body is the same as that <strong>of</strong> the school.<br />
Board <strong>of</strong> Directors<br />
Ed Haddock, Co-Chairman<br />
Bill Heavener, Co-Chairman<br />
Jon Phelps, Co-Chairman<br />
<strong>Full</strong> <strong>Sail</strong> <strong>University</strong><br />
Administration<br />
Board <strong>of</strong> Directors<br />
Ed Haddock Co-Chairman/CEO<br />
Bill Heavener Co-Chairman/CEO<br />
Jon Phelps Co-Chairman/CEO<br />
Administration<br />
Garry Jones President<br />
Ken Goldstone Chief Operating Offi cer<br />
Isis Jones Chief Information Offi cer<br />
Debbie Magruder Chief Financial Offi cer<br />
Ge<strong>of</strong>f Rogers Executive Vice President<br />
Christopher Marconi Executive Vice President<br />
Stella Posada Senior Vice President, Image,<br />
Design & Development<br />
Mary Beth Plank-Mezo Vice President, Admissions<br />
Matthew Pengra Vice President, Admissions<br />
Tammy Gilbert Vice President, Career Development<br />
Andrew Solberg Vice President, Marketing<br />
Mark Gilbert Vice President, Information<br />
& Media Technology<br />
Sharon Griffi th Vice President, Financial Aid<br />
Craig Daily Vice President & Creative Director<br />
Luis Garcia Vice President, <strong>Full</strong> <strong>Sail</strong> Online<br />
Education Directors<br />
Nell Thompson Vice President, Academic Affairs<br />
Erik Noteboom Vice President, Education Operations<br />
Dave Franko Vice President, Academic Success<br />
Jennifer Hill Director <strong>of</strong> Graduate Studies<br />
Debbie Mills Director <strong>of</strong> Student Affairs<br />
ADMINISTRATION<br />
LICENSES & ACCREDITATION<br />
ADMINISTRATION<br />
312 LICENSES & ACCREDITATION<br />
313<br />
Administration
Statement <strong>of</strong> Nondiscrimination Policies<br />
<strong>Full</strong> <strong>Sail</strong> does not discriminate on the basis <strong>of</strong> race, color, national origin, sex, disability, age, sexual orientation, or marital<br />
status in its programs and activities. Deborah Mills, Director <strong>of</strong> Student Affairs, has been designated the school’s Section<br />
504, Title IX and ADA Compliance Officer. She is responsible for handling inquiries regarding Section 504 nondiscrimination<br />
policies and accommodations and any Title IX and ADA compliance matters. Ms. Mills may be contacted at (407) 551-2024,<br />
ext. 8501, 3300 <strong>University</strong> Boulevard, Winter Park, FL 32792.<br />
A description <strong>of</strong> the disability services, auxiliary aids and the procedures for filing a grievance regarding disability or<br />
discrimination issues are available in the Student Handbook.<br />
This school is authorized under Federal law to enroll nonimmigrant students.<br />
Produced by Platinum Creative<br />
©2011 <strong>Full</strong> <strong>Sail</strong>, LLC. All rights reserved.<br />
The terms “<strong>Full</strong> <strong>Sail</strong>,” “<strong>Full</strong> <strong>Sail</strong> <strong>University</strong>,” “<strong>Full</strong> <strong>Sail</strong> Real World Education,” “If you’re serious<br />
about your dream, we’ll take your dream seriously,” “You Can Get There From Here,” and the<br />
<strong>Full</strong> <strong>Sail</strong> <strong>University</strong> Logo are either registered service marks or service marks <strong>of</strong> <strong>Full</strong> <strong>Sail</strong>, LLC.<br />
Other product and company names mentioned herein may be the trademarks <strong>of</strong> their respective<br />
owners. The appearance <strong>of</strong> these marks does not necessarily indicate a formalized sponsorship<br />
or affiliation with other such companies.
11/2011<br />
Master’s | Bachelor’s | Associate’s Degrees<br />
<strong>Full</strong> <strong>Sail</strong> <strong>University</strong><br />
3300 <strong>University</strong> Boulevard<br />
Winter Park, FL 32792-7429<br />
Local/International: 407.679.6333<br />
Toll Free: 800.226.7625<br />
Online Programs: 888.993.7338<br />
fullsail.edu<br />
Accredited <strong>University</strong>, ACCSC. Financial Aid available to those who qualify. Career development assistance.<br />
The <strong>Full</strong> <strong>Sail</strong> Catalog is printed on paper that contains fi ber from forests that are carefully<br />
managed, independently certifi ed and adhere to strict environmental standards. The cover<br />
is printed on paper that contains 10% post consumer recycled fi ber.