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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 />

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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 />

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filmSETS TEAM<strong>of</strong><br />

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mold REFINE GUIDANCE AVID<br />

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tools<br />

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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 />

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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 />

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bring YOURlocation<br />

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SCREENED<br />

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tools<br />

GUIDANCE<br />

training<br />

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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 />

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for an audience<br />

location<br />

SCOUTING<br />

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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 />

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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 />

130 FULL SAIL UNIVERSITY<br />

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 />

132 FULL SAIL UNIVERSITY<br />

GAME ART | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 133<br />

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 />

GAME ART | Bachelor Bachelor <strong>of</strong> Science Science Degree Program 139<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 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 />

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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 />

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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 />

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<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.

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