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2012 Catalog

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Table of Contents
INTRODUCTION
M IS SION E DUC AT ION A L P HIL OSOP H Y HIS T OR Y 04 04 05 06 08 09 10 13 14 16 17 18 20 21 22 24 25 26 27

CAMPUS & FACILITIES


F UL L S A IL S T UDIOS C OM P U T E R L A BS F IL M / V IDEO E DI T ING SUI T E S & L A BS T HE BAC K L O T F IL M C E N T E R F IL M / V IDEO SOUNDS TAGE S & EQ UIP M E N T R EC OR DING L A BS & S T UDIOS V IR T UA L SE T DUBBING S TAGE L I V E P E R F OR M A NC E V E NUE S & L A BS E N T E R TA INM E N T/ M USIC BUSINE S S C E N T E R F UL L S A IL S T UDIOS : R EC OR DING S T UDIO 3D ARTS CENTER F UL L S A IL S T UDIOS : G A M E P RODUC T ION S T UDIO

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Table of Contents
DEGREE PROGRAMS
COMPUTER ANIMATION
Bachelor of Science Degree Program Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours

(Cont.) DEGREE PROGRAMS ONLINE GENERAL INFORMATION


A DM IS SIONS F IN A NC I A L A ID C A R E E R DE V E L OP M E N T T UI T ION BR E A K DO W N GE NE R A L IN F OR M AT ION C L A S S SC HE DUL E S HOL IDAY SC HE DUL E ONL INE E DUC AT ION 220 229 230 S T UDE N T SE R V IC E S P OL IC IE S & P ROC E DU R E S C L OC K HOU R -T O - C R EDI T HOU R C ON V E R SION 234 243 244 L IC E NSE S & AC C R E DI TAT ION A DM INIS T R AT ION

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DEGREE PROGRAMS (Cont.)


Associate of Science Degree Program

290 295 296 298 301 302 304 306 308 308 309 3 10 3 17 3 18 3 19

GRAPHIC DESIGN

30 39 40

Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours

176 183 184

Bachelor of Fine Arts Degree Program

CREATIVE WRITING FOR ENTERTAINMENT


Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours

MUSIC BUSINESS 46 55 56

Bachelor of Science Degree Program Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours

188 197 198

DIGITAL ARTS & DESIGN

Bachelor of Science Degree Program Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours

Bachelor of Science Degree Program

RECORDING ARTS

62 71 72

Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours

204 213 214

ENTERTAINMENT BUSINESS

RECORDING ENGINEERING 80 89 90

Bachelor of Science Degree Program Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours

Associate of Science Degree Program Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours

ENTERTAINMENT BUSINESS

Master of Science Degree Program Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours

Bachelor of Science Degree Program

SHOW PRODUCTION

96 105 106

Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours

Bachelor of Science Degree Program Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours

FILM

Bachelor of Science Degree Program

SPORTS MARKETING & MEDIA

110 121 122

Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours

250 259 260

GAME ART

Bachelor of Science Degree Program Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours

WEB DESIGN & DEVELOPMENT 128 137 138

Bachelor of Science Degree Program Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours

266 275 276

GAME DESIGN

Master of Science Degree Program Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours

ENGLISH AS A SECOND LANGUAGE 144 153 154


Certificate Program Introduction & Areas of Focus Course Descriptions & Credit Hours

282 284

GAME DEVELOPMENT

Bachelor of Science Degree Program Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours

Internship

EXTENDED STUDIES IN THE MEDIA ARTS


Overview & Objective

158 167 168

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Introduction

Introduction

MISSION

EDUCATIONAL PHILOSOPHY

People from around the world come to Full Sail to pursue their educational goals, and they share one thing in common a passion for creative careers in the entertainment and media industry. Full Sails mission is to provide students with an innovative style of education, delivered by a staff of dedicated individuals, that addresses the career opportunities available in an ever-growing, constantly evolving industry. We do this by developing unique curricula that combine elements of creativity, art, business and life skills, technical prowess, and academic achievement. Our education is delivered via immersive teaching methods, both in Full Sails real-world production studios and classrooms, as well as through our online learning environment. Every one of our degree programs is designed to provide students with knowledge and real-world experience that will help them realize their career goals in the entertainment and media industry.

Empower our students through an active relationship with the entertainment and media industry
Full Sail is dedicated to serving the needs and careers of our students and graduates by actively engaging the companies that make up the entertainment and media industry, both in the United States and around the world. At Full Sail, every degree program goes through ongoing assessment and evolution, ensuring that students receive an education that is current and relevant. This is accomplished through industry feedback and insight, and the specic guidance of groups of entertainment and media professionals who make up Program Advisory Committees for each of our degrees. In addition, our commitment to a close relationship with the industry allows employers to easily recruit qualied talent, and also allows our Career Development Department to promote our graduates to the widest possible audience.

Provide learning environments that are real world


Full Sails campus is designed to provide students with educational environments that are on par with some of the best production facilities in the world. In these studios, labs, and classrooms, students gain real-world experience with the creative and technical tools employed at all levels of the industry. At the same time, they learn the same production workow used in lm productions, recording sessions, live events, animation and design projects, and in the development of video games, websites, and entertainment business strategies. Full Sails online courses and degrees are driven by a realworld approach that uses current technology to educate and inspire. Through the capabilities of todays Internet, traditional assignments are complemented by videos, animations, and interactive exercises. Our online learning environment is also built around the concept of connecting you with people from accessible instructors, to exclusive guest lecturers, to collaboration tools that enable you to meet, share, and receive feedback from your peers. Whether on campus or online, Full Sails goal is to deliver a real-world educational experience that is engaging and exceptional.

Connect students with educators and industry guests who inspire and challenge
The core of Full Sail is our staff, many of whom bring years of industry credentials and educational experience to our campus. Because many of our educators and guests are active in the professional community through conventions, industry afliations, and professional projects, they are able to inspire students with current knowledge that speaks to how entertainment and media companies create exceptional professional product.

Promote professionalism throughout the educational experience


We believe that students should approach their education like professionals because it will increase their chance for success throughout their careers. There are initiatives woven throughout a students educational journey designed to instill professional protocol, attitude, and a mindset for creativity and success. These elements are integral to our real-world educational formula, alongside up-to-date curricula, professional settings, immersive projects, and experienced educators.

FU L L S A I L U N I V E R SITY

I N TR O D U CTI O N

1994

1996

Top Grossing World Tour 1994

Voodoo Lounge Tour

The Rolling Stones

3 Graduate credits on

Graduate credits on
Top Grossing World Tour 96

TODAY

2012

Reunion Tour

Kiss

2005

One of the Top 5 Film Schools in the Country


UNleashed Magazine (2005) 2005 2007 Full Sails redesigned website receives multiple nominations in the Webby Awards for Best Home/ Welcome Page and Best Website - School

You can get there from here

History
SOME HIGHL IGH T S
Since Full Sails inception in 1979, over 36,800 graduates have prepared for careers in the entertainment and media industry. The following features some of the highlights of Full Sails history as well as that of our graduates. In 1980, Full Sail moved from its original home in Dayton, Ohio to Orlando, Florida. During the six years that followed, new audio courses were added to the original recording arts offering until, in 1986, the Recording Arts Comprehensive Program was introduced. In 1988, a new curriculum with a focus on the visual arts was born the Video and Film Production Comprehensive Program. In July 1989, Full Sail moved into its current home in Winter Park, Florida (a suburb of Orlando) which has since expanded into a 110+ studio multimedia campus. August 1990 marked a milestone in history when Full Sail received accreditation allowing students to earn Specialized Associates Degrees upon successful completion of the curricula in the Recording Arts and/or Film and Video Production Programs. A third Specialized

Our

1995

Graduate credit on
1991

GRAMMY WINNING

First

1996

One of the 5 Best Music Programs in the Country


Rolling Stone Magazine 2005

Nirvanas Nevermind
#1 Album (Billboard 200)

Graduate credit on

OSCAR Winner for Best Picture

Braveheart

Graduate

One of the 3 Best Music Business Departments


Schools That Rock 1997
The Rolling Stone College Guide

8 Graduate credits
Top Grossing Film of All Time OSCAR Winner for Best Picture

2007

Titanic

Full Sail is the Harvard of Game Schools


Tips & Tricks Magazine

March 1998 witnessed the introduction of the Game Design Specialized Associates Degree as well as the Show Production & Touring Specialized Associates Degree. In January of that same year, Full Sail achieved additional accreditation and licensing enabling students to earn Associate of Science Degrees in Recording Arts, Film and Video Production, and Digital Media. In February of 1999, a new accredited program was introduced the Computer Animation Associate of Science Degree. Additionally, the Game Design and Show Production & Touring Programs were modied and approved to be offered as Associate of Science Degrees. In November 2003, Full Sail offered its rst Bachelors Degree the Entertainment Business Bachelor of Science Degree Program. In addition, the Game Development Degree Program was revised and expanded to become a Bachelor of Science Degree Program. Another milestone was achieved in August 2005 when three of Full Sails Associate of Science Degrees were revised and expanded to become Bachelor of Science Degrees Computer Animation, Digital Arts & Design (formerly Digital Media), and Film. In April of 2006, the Entertainment Business Bachelors Degree Program changed focus slightly and was renamed Music Business.

In June 2007, Full Sail launched its rst Master of Science Degree in Entertainment Business, and in July 2007, Full Sail launched a new Associate of Science Degree in Graphic Design. October 2007 was a historic month, with the introduction of Full Sails rst online degree program an online version of the schools existing Entertainment Business Master of Science Degree Program. The launch of this rst online degree was years in the making and saw the school build a proprietary online learning platform from the ground up. In December 2007, Full Sail launched a new on-campus degree program the Game Art Bachelor of Science Degree designed to meet the growing demand for game-specic artists. In January 2008, Full Sail launched two additional online degree programs the Education Media Design & Technology Master of Science Degree and the Entertainment Business Bachelor of Science Degree, and a new on-campus degree program the Web Design & Development Bachelor of Science Degree. In March 2008, Full Sail was granted University status and became known as Full Sail University. Since then, the school has continued to expand its online and campus degree offerings into new elds, including Game Design, Internet Marketing, Graphic Design, and more, while also revising and expanding its agship

Throughout the world, Full Sail graduates are employed in music recording, lm production, video production, animation, sound design, web development, concert sound, concert lighting, postproduction, game design, music, interactive title development, graphic design, virtual reality and simulation, entertainment companies, and worldwide corporations. Hundreds of media businesses have been built and GRAMMY, Emmy, Addy, and Recording Industry Association of America (Gold and Platinum Records) awards have been earned by numerous alumni. In addition, 2005 marked the rst graduate to ever be nominated for an OSCAR. 2002

2008 & 2011 Full Sail University named School/College of the Year by the Florida Association of Postsecondary Schools & Colleges (FAPSC)

2009 Full Sail University celebrates its 30th Anniversary & inaugural Hall of Fame Inductees

One of the Top 5 Game Degree Programs in the World


Electronic Gaming Monthly 2003

EST.

Associates Degree in Digital Media was launched in March 1995 this addition marked Full Sails entrance into training for the vast, emerging eld of interactive media.

WINNING
Graduate
Most Outstanding Technical Team

EMMY-

1998

OSCAR Winner for Best Animated Feature Film


2005

PIXARS The Incredibles

Graduate credit on

nominated projects

Graduates involved with GRAMMY-

111

2006

1979
6

1979 Founded in Dayton, Ohio 1980 Moved to Orlando, Florida

1989 Full Sail moves into its current home in Winter Park, Florida

1990

XVIII Olympic Games

LL Cool J Mama Said Knock You Out


#1 Billboard Rap Single

Graduate credit on

1987

Michael Jacksons Bad


8 million copies sold
FU L L S A I L U N I V E R SITY

Graduate credit on

1989-1991 For three years in succession, Full Sail wins the prestigious TEC Award ( Technical Excellence and Creativity) for Best Recording School/ Program, presented annually by Mix Magazine

OSCAR Nomination
2003

First Graduate

Recording Arts and Show Production programs to be offered as Bachelor of Science Degrees.

2005-2007

Lord of the Rings:


1996 Full Sail earns the Florida-based Educational Award for Most Innovative Program as well as Educator of the Year 1997 Lycos presents Full Sail with their Top Five Percent Award for the schools website
OSCAR Winner for Best Picture

Graduate credit on

Return of the King


2003

#1 Box Ofce Film on Halloween 3 Years in a Row

Saw 2,3,4

Graduate Directs

1995

PIXARS Toy Story


#1 Box Ofce Film - OSCAR Nominated

Graduate credit on

Outkast Speakerboxxx/ The Love Below


3 Graduates Win

GRAMMY Album of the Year

2004 Full Sails website is awarded a National Gold ADDY in the Flash Website category H I STO RY

Campus & Facilities

The Campus, The Facilities, The Equipment


The Full Sail Campus is located in Winter Park, Florida (a suburb of Orlando). A number of multimedia complexes specically designed to house 110+ studios/production suites as well as classrooms, administrative ofces, conference rooms, a media center, and other support facilities are located on a 191-acre campus.
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Full Sail Studios


The custom-built, 2.2-acre Full Sail Studios encompass the multipurpose Full Sail Live venue, a agship recording studio, a complete game production studio, and an outdoor plaza courtyard.

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Campus Landmarks
1. Full Sail Live 2. Full Sail Live 2 3. Education Administration 4. The HangR - Campus Store 5. Admissions & Financial Aid 6. Dubbing Stage 7. Studios A & B 8. The Virtual Set 9. Digital Arts & Graphic Design Facilities 10. Soundstages 1A, 1B, & 1C 11. Park/Walkway 12. FSNET Message Center 13. Full Sail Studios Gateway 14. Live Venue 15. Game Studios & Recording Studios 16. Entertainment/Music Business Center 17. The Backlot 18. Game Development Building 19. Mix Palace 20. Water Tower 21. Media Center 22. Soundstages & Labs 23. Web Design & Development Building 24. Film Center 25. 3D Arts Center 26. Distribution Center 27. Career Development 28. Full Sail Live 3 29. Business Ofce

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CA M PU S & FA CI LI TI ES

Campus & Facilities

Computer Labs The Mac Pro Lab


This lab features a total of 25 quad-core Apple Mac Pro workstations equipped with 12GB RAM and running professional software, including Adobe Creative Suite 5 Design Premium, After Effects, Final Cut Pro, Motion, and DVD Studio Pro. Students in this lab focus on a wide range of digital content creation, including digital video production, 2D motion graphics, photo manipulation, 3D graphic creation, and CD-ROM/DVD authoring. Peripherals include digital video decks and professional video cameras for the capture, creation, and output of digital video imagery.

Game Development Labs/Final Project Labs


These labs are specically designed to provide a focused and exible environment for Game Development students as they plan, program, and produce their custom-designed video game projects.

The Final Project Lab


In this lab, students execute their nal animation projects on some of the schools most powerful graphic workstations quad-core Apple Mac Pros connected to network storage and equipped with DVD burners, Wacom tablets, and dual Samsung 24 LED backlit LCD screens, as well as software including Autodesk Maya, Quicktime Pro, Adobe Photoshop CS5, and Adobe After Effects.

The Gaming Lab


This room houses 44 workstations, each equipped with QTY 44 HP Z210 workstations w/ 22 LCDs. Students use these machines to further their knowledge of workstation architecture, system performance, and congurations, as they develop, test, and rene their nal video game projects.

Motion Capture Studio


This impressive lab features 24 Motion Analysis Eagle RealTime motion capture cameras, linked to two high-end Hewlett-Packard workstations used to capture and render actor movement in real time, with the output projected onto a 28 curved screen. Students in this lab create real-time motion capture movements by using a bodysuit with sensors, then view a rendering of those motions applied to a character designed in a 3D application.

HP z600 Labs
These labs features 24 powerful Hewlett-Packard workstations running professional software packages such as Adobe Creative Suite 5 Design Premium (including Photoshop and After Effects), 3D Studio Max, Unreal, Sound Forge, and Acid Pro. Students in this lab create a wide variety of digital art projects, including 2D and 3D graphics, digital audio and video, web design, digital publishing, motion graphics, and interactive application development.

The Mac Animation Labs


These ve dedicated animation labs feature a total of 72 Apple Mac Pro quad-core workstations, connected to network storage and paired with high-denition displays. The key software packages utilized are Autodesk Maya and The Foundry Nuke, as instructors introduce students to 3D modeling, animation concepts, compositing, and demo reel assembly.

The Mac Audio Lab


The Mac Audio Lab is a multi-station environment where students take part in 100-level Avid Pro Tools Operator Certication training, software synthesis, and other digital audio techniques. Each Apple Mac Pro workstation features Avid Pro Tools 002, Korg and EMU sound module systems, a M-Audio Radium 49 MIDI controller, a Lexicon sound processor, and an array of industry-standard plug-ins.

The Hewlett-Packard xw6400 Lab


This lab features 24 Hewlett-Packard xw6400 dual-Xeon processor workstations optimal for high-level visual effects animation and rendering. Each workstation is equipped with DVD burning capabilities, a Wacom tablet, 20 LCD display, and is connected to a 50-node Boxx rendering system. Each station is also outtted with industry-standard software including Autodesk Maya, and Adobe Photoshop CS5.

Mac Pro HD Editing Lab


This room is home to 26 powerful Apple Mac Pro workstations running Final Cut HD. Students in this lab edit projects that were shot in HDV and on Full Sails Virtual Set. All computers are connected to an Apple XSAN server that streams the necessary HD footage to each students workstation.

Cintiq Lab
This lab features 24 Cintiq monitors for the use of students in a number of courses in the Digital Arts & Design program. By using the Cintiq monitors in conjunction with their laptops, students are able to perform a variety of tasks, including digital painting and photo retouching.

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Campus & Facilities

Suites & Labs The Avid Media Composer Lab


This lab houses eighteen Hewlett-Packard Z400 digital editing workstations equipped with Avid Media Composer 6. They are capable of compression choices from 20:1 to 1:1 using high-quality Avid codecs, known in the industry for stunning image quality even at high compression settings. Each Avid system has a powerful set of titling, graphics, compositing, and audio features, and is equipped with dual 22 HP LCD screens.

The Avid Media Composer Nitris DX Labs


Each of these two labs features six digital editing systems that allow students to edit 35mm lm footage with a full array of unsurpassed professional editing tools. Media Composer 6 features high performance real-time capabilities including 3D effects, titles, and graphics. Each Hewlett-Packard Z800 workstation is equipped with a Blu-Ray burner, dual 22 HP LCD screens, and a 24 JVC reference monitor. Students also utilize graphic software like Adobe After Effects and Photoshop to nish their projects.

The Avid DS Nitris Labs


Avid DS Nitris is the ultra high-performance standard denition and high-denition nishing and mastering system. Each of these six-station labs offers students the chance to experience the highest standard of nonlinear editing, special effects, and image treatment.

The Pro Tools Post-production Lab


This Pro Tools lab supports workstations and mastering labs for the Recording Arts Department, and trains students in professional post-production techniques and tools, using Pro Tools LE with the Avid 003 interface. The systems are driven by 2.66 Ghz Dual-Core Mac Pro workstations with 4GB RAM, and the lab features extensive sound effects libraries for students to build their projects.

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Campus & Facilities

The Backlot
Full Sails professional Hollywood-style Backlot is comprised of multiple outdoor locations designed to expand students storytelling capabilities, giving them exibility and creative range for student projects. The Backlot features such iconic locations as the Seattle Fish Market, New Orleans French Quarter, and New York Citys brownstones, as well as general locations like a gas station, multiple urban and suburban storefronts, and even a studio water tower.

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Campus & Facilities

Film/Video Soundstages & Equipment HD Studio


The High-denition (HD) Studio features a complete HD environment for Full Sail Film students. This lab features Sony HDC-1000 TV Studio cameras, Sony HDW-F730 HD eld cameras, a Sony MFS-2000 HD switcher, and Sony HDW-M2000 HD decks. Students in this lab learn television lighting and sound, teleprompter operation, jib control, and more.

The Soundstages
Full Sails 10 soundstages are professionally equipped for lm and digital production and are complemented by working scenic/carpentry shops, prop areas, and lighting and grip departments.

Film & Digital Cameras


The cameras used for production in the soundstages and on location include an Arricam Studio 35mm camera, two Arricam 235 35mm cameras, Arricam Lite 35mm lm camera, four Arri ex SR3 16mm lm cameras, Arri 416 16mm cameras, the Sony NXFS100, 20 Panasonic AG-HVX200 HD camcorders, and 10 Sony PMWEX1 HD camcorders.

Lighting/Grip Equipment
The lighting and grip department features a full complement of equipment for soundstage and location shoots, including Matthews and American Grip lighting/grip equipment, HMI Daylight instruments, and Mole-Richardson, Arri, and LTM quartz lighting packages. Additional grip equipment includes 14 extendable Chapman Nike cranes, and Super Pee-Wee dollys and dolly track systems.

The Film Center


Full Sails Film Center is designed to be a complete motion picture production facility, giving students the tools and space to turn scripts and storyboards into feature lms. The building houses workshops for constructing sets as well as a complete array of lighting and grip equipment, and thousands of feet of open soundstages for building sets of varying size and complexity. The Film Center also features amenities like a green room and casting areas for talent as well as student areas for relaxing and networking during downtime.

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Campus & Facilities

Recording Labs & Studios The Analog Mix Lab


This unique 12-station learning environment allows students to work one on one with a 32-input Audient ASP8024 analog recording console, using a Mac computer running Logic Pro as the record and playback device for the lab. Each station includes a patchbay, CD recorder, and a full complement of outboard signal processors from Lexicon, TC Electronic, dbx, and other respected manufacturers.

The MIDI Lab


The MIDI Lab is home to quad-core Mac Pro workstations which are equipped with M-Audio Prore 2626 interfaces. The facility also features Korg Triton modules, Roland Fantom X6 keyboards, Proteus 2000 modules, and AKAI MPC 2500 beat production stations plus Logic Pro, Korg Legacy software, Steinberg Halion software, and more.

The PC Audio lab


This room supports the Music Theory, Songwriting and Producing and Arrangement classes. It runs Avid Sibelius plus other apps for teaching students about theory, composition and arrangement.

Studio C
Another 72-Channel, 144-input Amek 908i console resides in this room. Designed by the legendary Rupert Neve, this console is a technical marvel. Out tted like Studios A and B, with multiple recording and processing options, this room allows students to learn signal ow and automation in an environment that is the equal of many professional recording studios. Record to and playback from Apple Logic Pro or Pro Tools on Mac Pro workstations with Apogee DA16x and AD16x converters.

Posting Suites 3, 4, 5, & 6


Suites 3, 4, 5, and 6 are identical quadruplets, with each room featuring new Hewlett Packard Z800 workstations, a 32-fader Avid ICON digital work surface with AV Option installed. The ICONs are interfaced to networked Pro Tools HD digital audio workstations and paired with JBL LSR Series 5.1 speaker systems, isolation booths, and HP 24 LCD screens making these suites ideal for audio postproduction work.

The Avid Pro Tools Labs


These two multi-workstation environments each feature 12 Pro Tools|HD-2 Accel digital audio workstations paired with Avid Control 24 digital work surfaces. Each workstation is built around quad-core Mac Pro computers and a PreSonus processor, and includes peripheral equipment from manufacturers such as Korg. In these labs, students explore digital hard-disk recording, editing, mixing, and MIDI integration.

The Mix Palace


This unique recording environment, equipped with quad-core Mac Pro workstations, provides students with 24 individual one-on-one audio production suites consisting of: 12 Post-production Suites This multi-room lab allows students to work with the same gear found in Full Sails Posting Suites. In this lab, each student commands their own 5.1 Surround Pro Tools ICON System, with a host of industry standard plug-ins. Each suite is networked to an Avid Unity media server, allowing for streamlined media management during post-production sessions. 12 Music Suites This section of the Mix Palace features 12 mini-mix suites, allowing students to get one-on-one in a professional studio environment. Each suite features a SSL AWS900+ console and X-Rack Dynamics Rack with Pro Tools HD, a 22 LCD screen, a Dynaudio speaker system, Apogee converters, and a full patchbay connected to outboard audio processors from companies like dbx, UA, Manley, Aphex, Drawmer, Summit Audio, TC Electronic, Lexicon, Yamaha, and Eventide.

Studio D
Studio D is home to another SSL SL9000J recording console, a longtime industry standard for large format console technology. Out tted like Studios A and B with multiple recording and processing options, this room allows students to learn the operation of the console and its automation system. Record to and play back from Apple Logic Pro or Pro Tools on Mac Pro workstations with Apogee DA16x and AD16x converters.

Studio A
A network of several professionally designed recording areas, Studio A is a world-class recording facility built around a 72-channel, 144+ input Amek 9098i console with Supertrue 4 automation and Recall. This studio is equipped with a networked Avid Pro Tools|HD digital audio workstation, and a Studer A827 analog multitrack machine. Studio A is also home to an extensive collection of signal processing equipment from TC Electronic, Lexicon, Tube-Tech, dbx, and others.

The Digital Mix Labs


These advanced learning environments allow students to work one-on-one with the SSL Matrix analog/digital audio console using 24 tracks of audio from Apple Logic Pro with Apogee DA16x converters. Each station includes a CD burner and a full complement of outboard signal processors from Sony, TC Electronic, PreSonus, Eventide, and other respected manufacturers.

Suites 1 and 2
Suites 1 and 2 provide students with a professional production environment built around fully featured 36-channel, 80-input Audient ASP8024 analog consoles. The consoles will also feature 24-track routing and 14 auxiliary buses, making these suites idea for overdubbing, mixing, recall, and computer automations.

The Mastering Suites


Three Mastering Suites support the Recording Arts Department and feature an SPL console, B&W and Dynaudio speakers, Tube Tech, Manley, Massalec and GML outboard processors plus Magix Sequoia, Waves Mastering Software, and Pro Tools.

Studio B
Studio B is another of Full Sails exceptional recording facilities, featuring an 80-channel, 160-input Solid State Logic (SSL) SL9000J console with Total Recall and the Ultimation moving fader automation system. Boasting a Studer A827 analog multi-track recorder and a networked 48-input Avid Pro Tools HD digital audio workstation, Studio B is capable of more than 100 tracks of recording.

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Campus & Facilities

Virtual Set
This unique lab allows students to combine live footage with virtual sets previously created in a 3D application, all while working in real time with Sony HD video cameras, a Telemetrics camera control system, Ultimatte digital keying/compositing system, and Final Cut Pro.

The Dubbing Stage


Full Sails Dubbing Stage is Dolby certied, and is a fully functional, professionally designed postproduction facility where student interns work with instructors to learn the intricacies of the postproduction process. Its in this environment that all of a lms audio from dialogue and sound effects to music meets the nal cut of the lm. With high-denition video and 35mm projectors, a Harrison MPC3-D mixing desk, multiple Pro Tools HD systems, theater seats for private screenings, and an Oscar -winning JBL theater surround sound system, this room is fully capable of handling the re-recording mixing for a major motion picture.

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Campus & Facilities

Live Performance Venues & Labs Full Sail Live Venues


These four performance venues are optimized for teaching virtually every aspect of modern-day live production, including sound reinforcement, computerized and conventional lighting systems, acoustical measurement, equipment maintenance, installation for home theater and corporate boardrooms, and video production. Students working in these rooms utilize audio consoles from Digico, Midas, Yamaha, Soundcraft, and Avid; sound systems from JBL, EV, Dynacord, EAW, and Meyer Sound; computerized lighting systems from Martin, Vari*Lite, High End Systems, and MA Lighting; acoustical measurement systems from Meyer Sound, TEF, SMAART, and EASE; and video equipment from Sony, Ross, Christie, JVC, and Pioneer.

Video Switching & Broadcast Audio Suites


The Video Switching & Broadcast Audio Suites function as the main control center for all in-house productions at Full Sail Live, such as live labs and special events. The Video Switching Suite employs a 16-input Sony MFS2000 switcher, SONY DXC D50 broadcast camera package, Leitch NEO Suite View LCD display system, and multiple-format Sony and Pioneer record and playback machines, with a Grass Valley iDDR digital video recorder that enables video le storage and transfer. The Broadcast Audio Suite includes a Midas Legend 3000 audio console, outboard processors including Lexicon, DBX and TC Electronic, as well as a JBL LSR audio monitor system. Guest lectures and events are supported by Christie DW6K and JVC D-ILA GA20 projectors and JVC plasma displays, giving each production a professional approach. In addition, this suite provides for RTS broadcast-style communications training.

The Virtual Programming Lighting Lab


In this lab, students bring virtual lighting design and programming to life using six workstations. Students learn automated light programming while working toward their nal solo demo project. ESP Vision software provides photo-realistic, render-quality lighting simulation in real time viewed on large screen displays, while six MA Lighting ultra-light consoles with at panel LCD monitors provide virtual control.

The Home Theater Lab


This lab is designed to train students in home theater and corporate-style installation training, using a variety of related equipment including gear from AMX, BSS, Krell, Sharp, Crown, and JBL.

The Show Production CAD Classrooms


Full Sail Live 1 and 2 each feature an independent CAD classroom designed for maximum exibility. Full Sail Lives CAD classroom is outtted with 30 computer workstations, each featuring software including SMAART Live V6, WinSpeakers, EZ edit, EASE, and Vectorworks as well as Microsoft Ofce, Adobe Photoshop, and Adobe Illustrator for students general layout demands. Full Sail Live 2 features a CAD classroom featuring another 18 computer workstations with much of the same software this classroom is often open to students for independent study and research.

The Digital Audio Lab


This lab allows students to learn digital audio console engineering using the Digico SD7 and SD8, as well as Avid VENUE digital consoles. The lab is networked to the main performance stage at Full Sail Live and can be used for live tracking and mixdown.

The Audio Workstation Lab


This lab features six individually networked mobile digital audio workstations along with the instructor master control station, with each station employing a Yamaha M7CL digital console. The stations are capable of performing multiple functions students can access audio from the main performance stage via a CobraNet network or mix down previously recorded tracks via a Pro Tools digital audio system locked to a Grass Valley iDDR containing performance video. The lab can also be used to emulate an on-location sporting event mixdown experience, including video playback, audio from color commentator, and producer tracks.
CA M PU S & FA CI LI TI ES

The Simulcast Suite


The Simulcast Suite functions as the digital multitrack record room for capturing live performances and event presentations from the main hall of Full Sail Live. The suite is outtted with a Avid VENUE D-Show digital mixing console and a host of outboard processors. Digital audio recording and le management is accomplished by utilizing Avid Pro Tools and a 7TB Apple XServe RAID system.

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Campus & Facilities

Entertainment/Music Business Center


As the central hub for Full Sails business degree programs, the Entertainment/Music Business Center is a unique and creative atmosphere for future professionals and entrepreneurs. The building was designed to meet the needs of our business students with multiple classrooms, boardrooms for group meetings, and an auditorium for professional presentations. The Entertainment/Music Business Center also features wireless Internet access, several common areas for impromptu business meetings, and a caf.

Full Sail Studios: Recording Studio


With its carefully crafted acoustical environment, this agship recording studio serves as a fullfeatured audio recording environment for students and professionals alike. Guests are able to view the recording process through the oversized, acoustically treated windows that line the hallways of the building.

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Campus & Facilities

3D Arts Center
The 3D Arts Center provides a creative environment for Full Sails visual artists and animators. With traditional art studios and labs that feature powerful computer workstations, this building allows students to develop their animation projects in an inspirational and welcoming environment. The collaborative atmosphere is ideal for artists to work together on projects, trade animation tips, or simply build relationships with like-minded people. In addition, the walls of the 3D Arts Center are covered with student-created artwork and sculptures, as well as framed examples of professional projects created by Full Sail graduates.

Full Sail Studios: Game Production Studio


The Game Production Studio is a primary environment for game development teams at Full Sail. This dedicated facility features areas specically designed for audio, graphics, and technical development, a game console timeline (complete with vintage hardware), and a VIP grafti wall. The building also features student amenities like common areas and game testing rooms for unwinding between classes.

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Degree

Programs

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Areas of Focus
Fine Arts Modeling Animation Effects Final Project/ Demo Reel Creation

Animation
Bachelor of Science Degree Program
It hasnt been that long since animation meant teams of artists working long hours to make individual 2D cels. For most of the 20th century, that was the way animated shows and features were made. But the 21st century has seen computers become essential tools for animators, with increased processing power and more sophisticated software combining to move the bulk of animation from the cel to the CPU. Whether for animated shows and feature lms, video games, or as special effects in live-action lms, computer animation is an integral part of the way artists get their vision onto screens. To become one of those artists, youll need to understand the art, the techniques, and the technology that professional animators use to bring their creations to life. Youll start that process in the creative and collaborative environment of our 3D Arts Center. In this atmosphere, youll learn the tools of the trade that youll need to become a 21st century 3D Artist.
Graduates of this degree may apply to continue their education with the:

Computer

Game Design

Master of Science Degree Program

Media Design

CAMPUS PROGRAM

ONLINE PROGRAM

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Master of Fine Arts Degree Program FU L L S A I L U N I V E R SITY


* IF YOURE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR ADMISSIONS DEPARTMENT TO EXPLORE YOUR OPTIONS.

CO M PU TER A N I M ATI O N

Bachelor of Science Degree Program

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Areas of Focus

SCULPTING

life
DRAWING

3Dmodeling
BASICS

texturing

LIGHTING

TEC HNI Q UE

craft

curves
SURFACES

art t
TRADITIONAL

MODELING

anatomical

concepts

Fine Arts
The journey of becoming successful in the computer animation industry starts with building a foundation in traditional art. Our curriculum is built on the skills, concepts, and techniques that will enable students to understand and appreciate the holistic approach artists must use in the animation process. Using traditional mediums such as graphite, color pencil, and clay you will learn how to manipulate the elements of art to create designs that work in the threedimensional world. Hands-on exercises in illustration, color theory, character development, life drawing, and sculpting will help you produce believable characters and compositionally sound environments.

Modeling
Creating believable models is an essential element of computer animation. With three courses devoted solely to modeling, youll gradually develop the strategies and skills needed to use computer modeling tools efciently. After getting a foundation in surface creation, 3D modeling basics, trimming and blending, and curves and surfaces, youll move on to advanced modeling techniques production modeling, surface ow, anatomical modeling utilizing the same realworld workow as professional animators.

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Areas of Focus

storyBOARDING

2D 3D
TECHNIQUES

character MOTION

Animation
Bringing computer models to life is the goal of the animation process, and the curriculum at Full Sail teaches you the tools and techniques youll need to do just that. First, youll learn basic animation skills and the fundamentals of powerful software packages like Autodesk Maya and Adobe Photoshop. Then youll build on those basics with 2D and 3D techniques like character motion, body language, and character rigging as you use all your artistic skills together with technology to make your creations move.

LANGUAGE

body

RIGGING
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character
|

Bachelor of Science Degree Program

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Areas of Focus

dynamics
Effects

EFFECTS

PARTICLE

lighting effects

CAMERA

Its one thing to build a model and make it move; its something else to make it look real (or unreal, if thats what youre shooting for). The next phase is to add natural phenomena to make the scene realistic, including elements of snow, sleet, smoke, or dust using particles and dynamic simulation to give your creation added realism. Then youll polish it into a nished product by integrating computer-generated elements into live-action lm footage, seamlessly creating the illusion of reality.

realistic
MOVEMENT ACTIONS

Final Project/ Demo Reel Creation


All of the skills youve developed and polished during the Computer Animation program come together in the nal project course. Youll start by coming up with a concept to show your artistic strengths as a 3D artist. Then youll enter the planning stage, where youll need to develop concept art and create storyboards. After setting out your goals and timeline during preproduction, youll go through the process of generating content that ts your chosen area of focus whether thats developing models and adding textures and lighting, implementing visual effects, animating developed characters, creating natural phenomena using particles, compositing CG elements into lm plates, or developing models adding textures and lights.

In a dedicated Demo Reel Creation course, your teachers will re-evaluate the art and animation youve created throughout your classes, and help you gear your portfolio to the area of the industry youre most interested in pursuing. The reel will show off your technical prociency in such areas as character modeling, animation, texturing, and special effects, offering a well-rounded demonstration of your talents to help launch your career.

texturing
effects

SPECIAL

character MODELING

demo REEL
PROFESSIONAL

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Overview
The Computer Animation Bachelor of Science Degree Program at Full Sail is centered on realworld production processes. From storyboarding, sketching, and modeling to character animation, special effects, and nal compositing, the Computer Animation degree program at Full Sail takes you through the entire production pipeline. Our program starts by getting you familiar with the art concepts behind animation; drawing, sculpting, and other traditional forms of expression are essential parts of getting your art onto the computer. Youll also learn the basic principles behind computer-generated models, characters, animation, and visual effects. Then youll put those principles to use just like animation pros do when developing lms, TV shows, commercials, and games. By using the same hardware and software as professional animation studios, youll gain the skills youll need to hit the ground running when you embark on your career. To highlight these skills, youll nish your education by creating a demo reel that showcases your best work. Learning the essential art and technology elements of this eld is just one part of the Computer Animation program. Youll also have courses focusing on computer business applications, personal nance management, communication skills, and how to prepare yourself for that rst step into the animation industry. To help you make that transition, weve also got a team of Career Development professionals that can help you polish your interviewing skills and rsum and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.

Objective
Our goal is to provide you with the focused knowledge and understanding of 3D computer character animation and visual effects needed to qualify for entry-level, industry positions as scene builders, character designers, technical directors, motion animators, visual effects animators, lighters, and renderers. Besides the programs strong 3D computer graphics focus, you will build other skills in peripheral media and digital courses that will enhance your opportunities in related elds. In addition to technical pro ciency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.

COMPUTER ANIMATION

OVERVIEW & OBJECTIVE

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Computer Animation
PROGRAM CORE
Code CGA 221 CGA 121 CGA 461 CGA 233 CGA 342 CGA 441 CGA 241 CGA 353 CGA 131 CGA 101 CGA 102 CGA 112 DIG 1301 CGA 371 CGA 482 CGA 471 CGA 472 CGA 473 CGA 351 CGA 352 Course 2D Animation 3D Foundations Animation Production Character Animation Character Design and Creation Character Rigging Compositing Fundamentals Compositing and Scene Finishing Fundamentals of Animation Fundamentals of Art I Fundamentals of Art II Methods of Design Model Creation Motion Capture Portfolio Assembly Portfolio Content Creation I Portfolio Content Creation II Portfolio Content Creation III Portfolio Preproduction Production Modeling

Course Descriptions
Program Core
CGA 221 Credit Hours 4.00 4.00 4.00 7.00 4.00 7.00 4.00 7.00 3.00 3.00 3.00 4.00 4.00 3.00 4.00 4.00 3.00 3.00 7.00 4.00 Totals: 32.00 Totals: 108.00 CGA 271 GRA 1161 DIG 2031 CGA 366 CGA 442 Rigging Basics Shading and Lighting Software Technology Visual Development Visual Effects 3.00 4.00 4.00 4.00 7.00 CGA 461 CGA 342 CGA 241

Bachelor of Science Degree Program

2D Animation
The 2D Animation Course develops students appreciation of the technique and craft involved in hand-drawn 2D animation, and promotes the understanding and successful application of the fundamental principles of traditional animation. Using pencil and paper to explore this art form, students are physically responsible for controlling and manipulating a subjects volume, weight, proportion, acting, and movement, thus gaining a more thorough understanding of the animation process. This foundation of traditional animation broadens students skills as computer animators and enhances their creative ability.

Animation Production
The Animation Production Course develops students ability to plan, coordinate, and study assets, using traditional methods to demonstrate their learned strengths as a 3D artist. Working from photograph and video reference, students explore and develop characters, environments, vehicles, rigs, and animation ideas. Successful completion of this course arms students with the knowledge of how to use good reference and artistic studies to create production blueprints.

Character Design and Creation


The Character Design and Creation Course builds upon the skills learned in the Model Creation and Shading & Lighting courses by applying knowledge to 3D characters. Students begin with preproduction of a character, developing concept art and character sheets. Students complete a fully textured organic 3D model for possible use in film or high-resolution game technology.

Compositing Fundamentals
The Compositing Fundamentals Course focuses on the seamless integration of computergenerated elements with real-world, live-action video footage. Students are introduced to compositing and integration techniques commonly utilized by film and video professionals in current production pipelines. Students learn how to accurately reconstruct and composite computer-generated elements to properly match a high definition film or video source, while presenting them the opportunity of working in a node-based compositing environment.

GENERAL EDUCATION
Code ART 2006 MGF 1213 ENC 1101 PPE 2110 PHY 1000 MTG 1205 SPC 2140 SPC 1606 Course Art History* College Mathematics

Course Outline
Art Direction Set Design Character Design Storyboards Animatics Total credit hours Course length 7.00 4 weeks

Course Outline
Character Design NURBS Modeling Sub Division Surface Modeling Surface Flow and Anatomy Painting Character Textures Generating Textures for Characters Character Rendering Total credit hours Course length 4.00 4 weeks

Credit Hours 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00

Course Outline
Animation Fundamentals Principles of Animation Timing Charts Character Animation Advanced Character Principles Clean Up Character Personality Total credit hours Course length 4.00 4 weeks

Course Outline
Matte Creation Techniques Photoshop Fundamentals 3D Card Systems and Camera Mapping Lighting and Rendering Node-based Compositing Total credit hours Course length 4.00 4 weeks

English Composition I* Ethics and Psychology Fundamentals of Physics Geometry and Measurement Interpersonal Communications Public Speaking*

CGA 233

Character Animation
The Character Animation Course continues to strengthen students animation skills by exploring methods for creating movement that is not only entertaining and appealing, but also depicts actions that are driven by the characters emotions and personality. In this course, students analyze methods for creating acting choices that are unique and interesting. Through group discussion and analysis, students are introduced to the importance of evaluating their own work as well as the work of their peers. This enables each student to critique animated work with the intent of implementing what has been learned into future animations. CGA 441

CGA 353

TOTAL CREDIT HOURS: TOTAL WEEKS:

140 84

Character Rigging
The Character Rigging Course complements the Character Design and Creation course by training students to add skeletal structures to character models. Students learn the techniques involved with the creation of a character setup, developing character rigs and skeletal structures used in the character animation pipeline. The ultimate goal of character rigging is to prepare a modeled character for motion without the animator needing to know the details of the characters setup.

CGA 121

Compositing and Scene Finishing


The Compositing and Scene Finishing Course will broaden the base of students knowledge by offering insight into the process of combining computer-generated imagery (CGI) with video and film elements. By learning what happens when rendered imagery is integrated into the post-production process, students better understand the core principles of proper compositing and finishing practices. Students will be introduced to the fundamentals of Node-based compositing systems, 3D camera tracking tools accompanied with common rendering methods utilized in current post-production pipelines.

3D Foundations
* This specific course is offered online. Please see course description for details.

This specific course uses the Florida Statewide Course Numbering System (SCNS).

Chronological Schedule by Months


1 2 3 4 5 6 7

ENGLISH COMPOSITION I ART HISTORY


8

3D FOUNDATIONS FUNDAMENTALS OF ART I


9

MODEL CREATION FUNDAMENTALS OF ART II


10

SHADING & LIGHTING COLLEGE MATHEMATICS


11

METHODS OF DESIGN ETHICS & PSYCHOLOGY


12

CHARACTER DESIGN & CREATION GEOMETRY & MEASUREMENT


13

2D ANIMATION FUNDAMENTALS OF PHYSICS


14

The 3D Foundations Course familiarizes students with the fundamentals of creating 2D and 3D computer graphics using Autodesk Maya and Adobe Photoshop. Students learn the interface and controls of both programs as they learn basic animation skills that prepare them for the more advanced courses later in the Computer Animation Bachelor of Science Degree Program.

Course Outline
Introduction to Operating Systems Introduction to Digital Imagery Photoshop Interface and Tools

Course Outline
Animation Fundamentals to Complex Movement Scene Composition and Staging Entertainment Analysis Acting Theory, Development, and Techniques Group Participation and Critique Total credit hours Course length 7.00 4 weeks

Course Outline
Biped Skeleton Rig Design Inverse Kinematics Control Muscle and Skin Deformation Mathematical Expressions Set Driven Key Controls Scripted Controls Alternative Skeleton Set Up Techniques Total credit hours Course length 7.00 4 weeks

Course Outline
Node-based Compositing Color Theory and Practice 3D Camera Tracking (Matchmoving) Rendering Methods and Practices Proper Integration Techniques Total credit hours Course length 7.00 4 weeks

COMPOSITING FUNDAMENTALS FUNDAMENTALS OF ANIMATION


15

PRODUCTION MODELING RIGGING BASICS


16

CHARACTER RIGGING

CHARACTER ANIMATION

VISUAL DEVELOPMENT MOTION CAPTURE


19

SOFTWARE TECHNOLOGY INTERPERSONAL COMMUNICATIONS


20

COMPOSITING & SCENE FINISHING

Digital Concept Art Introduction to the Maya Interface Working in the 3D World

17

18

21

Geometry and Surface Types Working with Objects and Components Total credit hours Course length 4.00 4 weeks

VISUAL EFFECTS

ANIMATION PRODUCTION PUBLIC SPEAKING

PORTFOLIO PREPRODUCTION

PORTFOLIO CONTENT CREATION I

PORTFOLIO CONTENT CREATION II

PORTFOLIO CONTENT CREATION III

PORTFOLIO ASSEMBLY

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Course Descriptions
Program Core
CGA 131 CGA 102 DIG 1301 CGA 482 CGA 472 CGA 351 CGA 271 DIG 2031

Fundamentals of Animation
The Fundamentals of Animation Course provides students with the animation tools required to create, manipulate, and refine any computer-animated sequence. Building on the traditional animation fundamentals of motion and timing, the course teaches students computer animation techniques and applies them to the process of animating modeled projects. The course focuses on positional animation and control with the use of keyframing, timing curves, dope sheets, and dependency graphs, as well as the tools to manipulate them.

Fundamentals of Art II
The Fundamentals of Art II Course further prepares students for the virtual world by having them observe, touch, and create in the real world. This course continues instruction in beginning life drawing, plant and animal study, character development, and sculpture. This course suggests that real-world observation and touch is invaluable in the planning of 3D computer generated people, places, and things.

Model Creation
The Model Creation Course explores the beginning of the computer animation process by creating hard surface models from concept art to final computer-generated imagery. During an in-depth exploration of the NURBS modeling tool set, comparisons of the relative differences between polygon, NURBS, and subdivision surface definitions are made. Students will develop techniques and strategies for creation of efficient virtual surfaces.

Portfolio Assembly
The Portfolio Assembly Course provides students with the time to develop a demo reel commonly expected during interviews. During this time, students take the content developed throughout their degree program and assemble it into a presentable package. Prior to the creation of the demo reel, a students content is reviewed in an effort to help the student determine the best material for showcasing their talents as a computer animation artist.

Portfolio Content Creation II


In the Portfolio Content Creation II Course, students continue developing their professional quality asset while working against deadline. Students incorporate knowledge developed in Portfolio Content Creation I to improve their artistic sensibilities, workflow, technical knowledge, and personal time management. Students continue working through a critique and review process with the in-lab art directors to develop photorealistic content.

Portfolio Preproduction
The Portfolio Preproduction Course develops students ability to plan, coordinate, and study assets, using traditional methods to demonstrate their learned strengths as a 3D artist. Working from photograph and video reference, students explore and develop characters, environments, vehicles, rigs, and animation ideas. Successful completion of this course arms students with the knowledge of how to use good reference and artistic studies to create production blueprints.

Rigging Basics
The Rigging Basics Course develops the students ability to write scripts to improve the interaction between the animator and the software user interface. In this course, students learn how to create custom UI elements, understand programming structures, create functional script files, and have a stronger ability to troubleshoot.

Software Technology
The Software Technology Course advances students understanding of industryrelated tools available in the market. Students will be exposed to 2D and 3D software tools from various software manufacturers. The areas of interest include a look at different workflow ideas, as well as proper tool use and function in the industry.

Course Outline
Life Drawing Animal and Environment Observation Character Development Sculpting Total credit hours Course length 3.00 4 weeks

Course Outline
Syntax Basics Customizing the Interface Custom Script Files Troubleshooting Techniques Total credit hours Course length 3.00 4 weeks

Course Outline
2D Software 3D Software Work Flow Industry Use Total credit hours Course length 4.00 4 weeks

Course Outline
Surface Creation Methods Building Strategies 3D Modeling Basics Curves and Surfaces Surface Continuity Trimming and Blending Modeling Optimization Total credit hours Course length 4.00 4 weeks

Course Outline
Content Review and Assembly Audio Assembly Demo Reel Output Demo Reel Review Package Presentation Development Total credit hours Course length 4.00 4 weeks

Course Outline
Production Techniques Time Management and Professional Behavior Managing Assets through Art Direction Reference Based Asset Creation Advanced Lighting and Rendering Total credit hours Course length 3.00 4 weeks

Course Outline
Art Direction Set Design Character Design Storyboards Animatics Total credit hours Course length 7.00 4 weeks

Course Outline
Keyframe Animation Motion Timing and Analysis Dope Sheet and Action Graphs Hierarchical Animation Camera and Light Positional Animation Animation Rendering Total credit hours Course length 3.00 4 weeks

GRA 1161

CGA 366

CGA 112

Shading and Lighting


The Shading and Lighting Course investigates the mood and lighting, look and feel, shadows and shading, reflections and atmospheres that bring scenes and models to life. During this second of three 3D fundamental courses, students develop an eye for texturing and lighting modeled objects and scenes that parallel the real world. This course builds on the concepts established in previous courses, including surface lighting and shadow observations and techniques.

Visual Development
The Visual Development Course provides students with continued knowledge of texture painting, lighting and rendering, and effects. Students will continue to develop texturing skills reviewing real-world visual reference, and study of lighting as it applies to mood and rendering.

Methods of Design
The Methods of Design Course focuses on the extensive and complex ideas and implications of basic design. Students in this course are trained to intellectually connect artistic intention and compositional conclusion. Students also plan, organize, and control hands-on projects using various media, while they use gained knowledge to design environments and simple characters.

CGA 471

CGA 371

Portfolio Content Creation I


The Portfolio Content Creation I Course is designed to allow students to review and continue advancing their overall knowledge of computer animation workflow, timeline, professional behavior, and mind set. This course prepares students to experience a four-week production deadline, and introduces working under production constraints. Students use their artistic skills and technical knowledge to create a professional quality asset based on reference compiled during Animation Preproduction. All assets are managed and critiqued by an in-lab art director, to help guide projects towards photorealistic expectations under defined deadlines.

CGA 352 CGA 473

CGA 101

Motion Capture
The Motion Capture Course teaches students techniques to digitize motion, edit sequences, and develop an understanding of simulated motion. Students gain an understanding of motion capture setup and shooting, data tracking, and skeleton retargeting, as well as animation correction and enhancement. This course gives students a deeper understanding of film and game motion capture pipelines.

Portfolio Content Creation III


In the Portfolio Content Creation III Course, students develop the third and most advanced photoreal asset for their portfolio. With the knowledge obtained during previous months, students embark on their final fourweek production deadline. Students in this course work with precision at optimal speed, having a strong understanding of artistic appeal, time management, asset creation, and professional behavior. What they experience in this course helps prepare them for the methods, environments, and conditions experienced in the production arena.

Production Modeling
The Production Modeling Course develops students understanding of model development as it applies to the animation production industry. The course builds on all the computer animation foundation courses that precede it, and parallels industry production workflow to develop portfolio models for presentation. Students explore a variety of topics including developing surface flow, anatomical models, and production modeling techniques.

Fundamentals of Art I
The Fundamentals of Art I Course prepares students for the virtual world by having them step away from the computer and observe, touch, and create in the real world. These courses suggest that real-world observation and touch is invaluable in the planning of 3D computer graphics.

Course Outline
UV Editor and Painting Techniques Observational surface studies Generating Mood using light Enhancement of digital content Total credit hours Course length 4.00 4 weeks

Course Outline
Critical Thinking Elements and Principles of 3D Aspects and Elements of Time Narrative and Non-narrative Architecture and Scenery Character Design and Development Total credit hours Course length 4.00 4 weeks

Course Outline
Textures and Shaders Image Manipulation Reflection and Refraction Lighting Strategies Highlights and Shadows Rendering and Raytracing Optimization

Course Outline
Advanced Modeling Techniques Production Modeling Geometry Parameterization Anatomical Modeling Surface Flow Total credit hours Course length 4.00 4 weeks

Course Outline
Object Observation Textures and Lighting Color Theory Composition and Space Total credit hours Course length 3.00 4 weeks

Course Outline
Motion Data Shoot Data Tracking Skeleton Retargeting Application and Simulation Total credit hours Course length 3.00 4 weeks

Course Outline
Production Techniques Time Management and Professional Behavior Managing Assets through Art Direction Reference Based Asset Creation Advanced Lighting and Rendering Total credit hours Course length 4.00 4 weeks

Course Outline
Production Techniques Time Management and Professional Behavior Managing Assets through Art Direction Reference Based Asset Creation Advanced Lighting and Rendering Total credit hours Course length 3.00 4 weeks

Total credit hours Course length

4.00 4 weeks

This specific course uses the Florida Statewide Course Numbering System (SCNS).

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Course Descriptions
Program Core
CGA 442

General Education
ART 2006 ENC 1101 PPE 2110 PHY 1000 MTG 1205 SPC 2140

Visual Effects
The Visual Effects Course trains students to model, animate, render, and assemble computer-generated effects. Through research, observation, and evaluation, students develop techniques for simulating environmental and dynamic forces of nature. In this course, students use art and technology to recreate natural phenomenon and other elements found in nature to generate additional realism to a scene. In addition, a study of dynamic interaction of geometry, secondary motion effects, and rendering techniques assists students in the creation of photorealistic effect elements.

Art History*
The Art History Course introduces students to selected, impactful monuments of art and architecture in the Western tradition from the prehistoric to post-modernism era studied in relation to the intellectual background of the ages and civilizations that produced them. Lectures accompanied by various visual mediums inspire discussions of assigned readings in philosophical, religious, scientific, political, literary, artistic, and cultural contexts.

English Composition I*
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.

Ethics and Psychology


This Ethics and Psychology Course is designed to give students an opportunity to discover the many facets of their psychological identity. Students will focus on how a personal values system is developed, and how it serves as the foundation for the decisions an individual will make in his or her lifetime. Students will also explore human interaction and behavioral styles, as well as how to develop positive, productive relationships. Additionally, students will examine the psychological issues individuals deal with in their daily lives, such as stress, gender inclusion, and how to process information.

Fundamentals of Physics
The Fundamentals of Physics Course teaches students how to understand the world through physics. Real-world phenomena such as light, mechanics, motion, collisions, and magnetism are introduced. Emphasis is placed on how problems, in describing nature, are approached in terms of physical theories and mathematical formulae.

Geometry and Measurement


The Geometry and Measurement Course teaches students a wide spectrum of geometric concepts that are designed to build upon the math learned in earlier coursework. The curriculum will emphasize Euclidean geometry and its relationship to logic, trigonometry and coordinate geometry. The measurements, constructions, graphs, and problems involve angles, triangles, polygons, areas and volumes. Geometry and trigonometric skills are developed exploring problem solving through the logic calculations.

Interpersonal Communications
The Interpersonal Communication Course examines the nature of the communication process, variables affecting the process, and the individuals involved. Additionally, this course includes individual analysis of behavior processes that may impede and/or enhance communication processes. Topics include perception, nonverbal behavior, persuasive communication, identity management, intercultural communication and computer mediated communication. This course also enhances students ability to analyze and evaluate information.

Course Outline
Ancient Art Medieval and Renaissance Art Modern Art Post-modern Art Total credit hours Course length MGF 1213 4.00 4 weeks

Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness Total credit hours Course length 4.00 4 weeks

Course Outline
Kinematics Motion Energy and Mechanics Electricity and Magnetism Electromagnetic Spectrum Survey of Light Physical Theories and Formulae Total credit hours Course length 4.00 4 weeks

Course Outline
Rigid Bodies Particles Softbody Cloth/Hair Fur/Fluids Total credit hours Course length 7.00 4 weeks

Course Outline
Values and Moral Reasoning Ethics and Ethical Dilemmas MBTI and Personality Archetypes Johari Window Communication Model Existential-Humanistic theories and Free Will Cognitive Psychology and Personal Beliefs Systems Gender Issues in Entertainment Media and Marketing Final Group Presentations Total credit hours Course length 4.00 4 weeks

Course Outline
A Brief History of Geometry Inductive and Deductive Reasoning Foundations of Geometry Triangles Parallel Lines and Polygons Quadrilaterals Similar Triangles and the Pythagorean Theorem Circles Areas of Polygons and Circles Solid Geometry Analytic Geometry Trigonometry Polar Coordinate System Total credit hours Course length 4.00 4 weeks

Course Outline
Assessment and Evaluation Research and Planning Writing Rsums and Other Documents Networking and Interviewing Total credit hours Course length 4.00 4 weeks

College Mathematics
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. Firsttime algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.

SPC 1606

Public Speaking*
The Public Speaking Course is designed to train students in understanding and implementing oral communication skills. Learning is centered on student participation in a variety of speaking/listening situations, which are designed to increase the understanding of the interpersonal nature of all speech communication. Students study and participate in the creation and delivery of at least three types of speeches. Target audience identification, surveys, body language, effective speaking techniques, and pre-speech planning are investigated and used to create speeches.

Course Outline
Review of Basic Arithmetic Operations with the Real Number System Measurement and Number Systems Exponents & Radical Expressions Linear Equations & Inequalities Graphing Proportions, Formulas, and Word Problems Introductory Statistics and Probability Business Applications and Mathematical Models Total credit hours Course length 4.00 4 weeks

Course Outline
Impromptu Speeches Researching for Speech Manuscripts Creation and Delivery of Persuasive Speeches Creation and Delivery of Expository and Demonstrative Speeches Speech Outlines Audience Surveys Evaluation of Speaking Effectiveness
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.

Total credit hours Course length

4.00 4 weeks

This specific course uses the Florida Statewide Course Numbering System (SCNS).

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Areas of Focus

Creative Writing for


Bachelor of Fine Arts Degree Program
Whether its a lm with a plot that keeps you on the edge of your seat, a television show with a cast of characters that have a special place in our hearts, or a video game with such a compelling concept that its almost impossible to put the controller down, the best entertainment always has a great story at its core. As we continue to experience entertainment in an ever-growing number of ways, those professionals who can marry words and visuals to tell a compelling story across multiple platforms have become increasingly sought after within the entertainment industry.

Storytelling Research Marketing/Pitching

Entertainment
Full Sails Creative Writing for Entertainment Bachelor of Fine Arts degree program immerses students in the skills theyll need to become those professionals. Following the evolution of a story from the brainstorming process to its implementation across a variety of media platforms, students will not only learn how to write compelling content for lm, television, websites, video games, and social media, but also how to market themselves and their work within the industry.

Graduates of this degree may apply to continue their education with the:

Game Design

Master of Science Degree Program

Media Design

CAMPUS PROGRAM

ONLINE PROGRAM

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Master of Fine Arts Degree Program FU L L S A I L U N I V E R SITY


* IF YOURE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR ADMISSIONS DEPARTMENT TO EXPLORE YOUR OPTIONS.

CR EATI V E W R I TI N G

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Areas of Focus

Storytelling

BRAINSTORMING

While there are many different ways to tell a story, the fundamental concepts behind good storytelling are consistent. Through a series of writing workshops and exercises, youll rene the way in which you brainstorm ideas and translate your thoughts into effective stories. Youll learn how to communicate moods, emotions, ideas, sounds, and scenery through visual props, as well as through the use of storyboarding software, as you examine different authorial choices and literary techniques and devices. Youll also learn about the characteristics of a good story and explore how these elements play across formats such as television, lm, video games, and more.

storyboards
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Areas of Focus

Research
Theres no better way to develop the tools you need to craft a story or written concept than by learning from the work of the great storytellers of the past. As a student in the Creative Writing degree program, youll research the techniques and conventions of writing for a variety of genres and channels, including childrens entertainment, comedy, tragedy, horror, mystery, suspense, science ction, and fantasy. Youll also learn techniques to develop your observational skills and work toward becoming an effective interviewer, and then apply these abilities to your own creative works.

artist
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PERSPECTIVE

EXECUTIVE EXECUTIV E

CR EATI V E W R I TI N G

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Areas of Focus

Marketing/Pitching
Successful writers dont nd work solely based on the merits of their work; being able to market yourself as a creative entity can be a huge factor in helping you share your talents with the world. In this program, youll study the various channels of publishing and distribution that exist in the industry today, such as e-books, audio books, digital readers, and other platforms that deliver content to audiences on a global scale. Youll also learn about the process of joining unions, nding a good agent, and obtaining sound legal advice. Throughout the program, youll also be working to assemble your own creative writing digital portfolio, comprised of your writing, artwork, and media including spec scripts, screenplays, animation concepts, game prospectuses, storyboards, blog links, and more. As you prepare to enter into the industry, youll be equipped with a self-promotional tool that can help assist you in nding work as a writer.

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Overview
As new distribution channels for media emerge in the entertainment industry, there is increasing demand for creative writers who can extend a compelling story across multiple platforms. Full Sail Universitys Creative Writing for Entertainment Bachelor of Fine Arts degree program provides students the opportunity to not only perfect their story-writing abilities, but also allows them to understand and implement the transmedia approach that is necessary in todays entertainment industry. Whether the nal delivery channel is a movie theater, television screen, computer monitor, game console, website, or mobile device, youll learn to develop compelling and well-crafted stories that will captivate consumers on multiple platforms. A growing collection of digital tools is available to todays writers, and the Creative Writing bachelors degree program teaches the most effective way to utilize those tools. Youll explore a multitude of publishing and distribution methods along with the relevant legal and ethical issues. In addition, youll further develop leadership, project management, and research skills, sharpen your technical prowess, conduct and utilize industry research, and explore the marketing processes related to your creative works. Most importantly, youll write and workshop your writing in a variety of formats and genres, building a strong portfolio of original pieces. The degree program helps equip you with the knowledge and tools necessary to be a successful creative writing professional in the fast-paced world of the entertainment industry. To help you move toward your desired career, weve got a team of Career Development professionals that will help you polish your interviewing skills and rsum. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.

Objective
The objective of the Creative Writing for Entertainment Bachelor of Fine Arts degree program is to provide students with a focused knowledge and clear understanding of visual storytelling, narrative structures, multimedia terms and genres, character creation and development, screenwriting and storyboarding, script analysis, criticism, and editing for a variety of niches and distribution methods in the entertainment media industry. The program is designed to equip students with editorial skills, enhance their ability to create compelling stories and writing elements, and enable them to pursue careers in creative writing. The Creative Writing for Entertainment Bachelor of Fine Arts degree program will also further strengthen students leadership, project management, and research skills necessary for the development and execution of creative writing projects. Completion of the program will enable graduates to take full advantage of todays high demand for creative writers and prepare them for professional creative writing career in the eld of entertainment.

CREATIVE WRITING

OVERVIEW & OBJECTIVE

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Creative Writing for Entertainment


Bachelor of Fine Arts Degree Program
PROGRAM CORE
Code ECW 3721 ECW 1223 ECW 3831 ECW 4653 ECW 4953 ECW 1715 ECW 2841 DGL 101 ECW 3520 ECW 2123 ECW 2743 ECW 3953 ECW 4711 ECW 2955 ECW 2351 ECW 3651 ECW 1410 ECW 4101 ECW 4220 ECW 4320 ECW 4420 Totals: Course Childrens Entertainment Creative Skills Development The Creative Writing Industry Creative Writing Portfolio Assembly I Creative Writing Portfolio Assembly II Creative Writing Research Developing New Worlds: Environment and Historical Research Digital Literacy Introduction to Game Writing Literary Techniques and Story Development Literature Criticism and Analytical Thinking Publishing and Distribution Revisions and Editing Scriptwriting Techniques Symbolic Communications and Cartography Transmedia Writing Visual Thinking and Writing Writing Workshop I: Film Writing Workshop II: Television Writing Workshop III: Storyboarding, Animation & Comics Writing Workshop IV: Video Game & Interactive Formats Credit Hours 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 84.00
* This specific course is offered online. Please see course description for details.

Course Descriptions
Program Core
GENERAL EDUCATION
Code ART 2007 CLP 1006 MGF 1213 CGS 1000 ENC 1101 ENC 1102 PSC 1030 GEN 251 ECW 3111 ECW 3211 ECW 3311 Totals: Course Art History* Behavioral Science College Mathematics

ECW 3721 Credit Hours 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 44.00

ECW 3831

ECW 4953

ECW 2841

Childrens Entertainment
The Childrens Entertainment Course introduces students to writing for childrens content. The course provides an overview of classic children literature and film and places it within the context of writing for television, film, web, games, and animation. Students also explore different avenues of childrens transmedia entertainment.

The Creative Writing Industry


The Creative Writing Industry Course provides insight into the business of creative writing. Producing high-quality writing is only the first step in becoming a literary success. In order to capitalize on their artistic efforts, students must become savvy in the process of joining unions, discerning good agents, and obtaining sound legal advice with regard to the myriad of legal aspects involved in selling their work and the rights to it.

Creative Writing Portfolio Assembly II


The Creative Writing Portfolio Assembly II Course requires students to create a capstone digital portfolio project that showcases their individual journey through the Creative Writing for Entertainment Bachelor of Fine Arts Degree Program. This digital portfolio includes finished treatments, outlines, spec scripts, screenplays, animation concepts, game prospectuses, storyboards, supporting assignments, journal entries, blog links, and other materials created throughout their coursework. Students will be able to utilize their digital portfolio as a self-promotion tool when they graduate and launch their creative writing careers, later replacing their student work with professional samples as they gain experience in their field.

Developing New Worlds: Environment and Historical Research


The Developing New Worlds: Environment and Historical Research Course builds upon the skills students learned in their Creative Writing Research course by exploring research specifically tailored for building the worlds of their stories. Students further hone their critical thinking skills as they apply this research to create the time period and environment of their writing, whether set in the past, present, or future, and whether historically accurate or anachronistic.

Computer Science and Internet* English Composition I* English Composition II

Fundamentals of Physical Science* Historical Archetypes & Mythology Literary Genre I: Comedy and Tragedy Literary Genre II: Horror, Mystery and Suspense Literary Genre III: Science Fiction and Fantasy

Course Outline
Classic Childrens Literature Childrens Television & Film Childrens Interactive Media Childrens Transmedia Entertainment Total credit hours Course length ECW 1223 4.00 4 weeks

Course Outline
Legal Issues in Publication Copyrights Unions Networking Marketing Total credit hours Course length ECW 4653 4.00 4 weeks

Course Outline
Historical Accuracy Historical Fictionalization Environmental Immersion World Creation Total credit hours Course length DGL 101 4.00 4 weeks

Course Outline
Culmination of Work Workshop I, II, III, IV Projects Self-Promotion Tool Living Digital Document Final Digital Portfolio Project Total credit hours Course length ECW 1715 4.00 4 weeks

TOTAL CREDIT HOURS: TOTAL WEEKS:

128 84

Creative Skills Development


The Creative Skills Development Course introduces students to the tools for developing a creative method. Through building brainstorming techniques, discovering methods for overcoming writers block, and drawing inspiration from the world around them, students learn how to spark and maintain their creative flow. In this course, students journal, learn organization techniques, and create a library of books and websites to use as a lifetime inspiration source.

Creative Writing Portfolio Assembly I


In the Creative Writing Portfolio Assembly I Course, students use various elements of Adobe Acrobat Professional software to create a digital portfolio that consists of culminating components created throughout the degree program. Digital portfolios are a professional, convenient, portable way to display and organize samples of students writing, artwork, and media and are utilized to monitor students professional growth. The Portfolio Assembly I course also examines the value of web-based, selfmarketing tools and places emphasis on establishing and maintaining a professional social networking persona. Students become familiar with aesthetic design aspects as well as functionality in the digital domain.

Digital Literacy
The Digital Literacy Course utilizes a collaborative learning environment to introduce software programs and web tools that will prepare students with digital skills for online learning. In addition, students will also learn the professional demands of their chosen fields and create plans that will help guide them to successful completion of their Program. Students will use various tools to complete their roadmap projects, conduct Internet research, collaborate with other students, and communicate with instructors.

This specific course uses the Florida Statewide Course Numbering System (SCNS).

Creative Writing Research


The Creative Writing Research Course introduces students to the fundamentals of research in order to equip them with the skills necessary for creating professional, believable creative writing projects. In this course, students learn techniques for executing comprehensive information searches, developing their observational skills, and conducting effective interviews. Students then begin applying these skills to their own creative works.

Course Outline

Chronological Schedule by Months


1 2 3 4 5 6 7

Brainstorming Self-Motivation Journaling Organization Skills Total credit hours Course length 4.00 4 weeks

Course Outline
Mac OS and the FSO Learning Platform Connecting Your Passion to Your Chosen Industry Planning for Your Goals and Collaborating with Peers Collaborating with Peers Total credit hours Course length 4.00 4 weeks

DIGITAL LITERACY ENGLISH COMPOSITION I

CREATIVE SKILLS DEVELOPMENT

BEHAVIORAL SCIENCE ENGLISH COMPOSITION II

VISUAL THINKING & WRITING HISTORICAL ARCHETYPES & MYTHOLOGY

CREATIVE WRITING RESEARCH

COLLEGE MATHEMATICS COMPUTER SCIENCE & INTERNET

LITERARY TECHNIQUES & STORY DEVELOPMENT SYMBOLIC COMMUNICATIONS & CARTOGRAPHY


14

Course Outline
Research Methods and Techniques Observational Skills Effective Interviewing Application to Creative Works Total credit hours Course length 4.00 4 weeks

Course Outline
Design

10

11

12

13

Layout File Sharing Limitations

LITERATURE CRITICISM & ANALYTICAL THINKING ART HISTORY


15

DEVELOPING NEW WORLDS: ENVIRONMENT & HISTORICAL RESEARCH

SCRIPTWRITING TECHNIQUES FUNDAMENTALS OF PHYSICAL SCIENCE


17

LITERARY GENRE I: COMEDY & TRAGEDY INTRODUCTION TO GAME WRITING


18

LITERARY GENRE II: HORROR, MYSTERY & SUSPENSE

LITERARY GENRE III: SCIENCE FICTION & FANTASY CHILDRENS ENTERTAINMENT


20

TRANSMEDIA WRITING

Professional Writing for the Internet Social Network Persona Multimedia Files

16

19

21

THE CREATIVE WRITING INDUSTRY PUBLISHING & DISTRIBUTION

WRITING WORKSHOP I: FILM

WRITING WORKSHOP II: TELEVISION

WRITING WORKSHOP III: STORYBOARDING, ANIMATION & COMICS

WRITING WORKSHOP IV: VIDEO GAME & INTERACTIVE FORMATS

CREATIVE WRITING PORTFOLIO ASSEMBLY I

CREATIVE WRITING PORTFOLIO ASSEMBLY II REVISIONS & EDITING

Total credit hours Course length

4.00 4 weeks

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Course Descriptions
Program Core
ECW 3520 ECW 2743 ECW 4711 ECW 2351 ECW 1410 ECW 4220 ECW 4320

General Education
ART 2007

Introduction to Game Writing


The Introduction to Game Writing Course introduces students to special demands and concerns involved in writing for games and the techniques used to address these needs. Game writing is the foundation for and paragon of interactive writing and usually takes place in a highly collaborative environment. Students in this course practice the techniques of game writing and the collaborative skills needed to succeed in this environment.

Literature Criticism and Analytical Thinking


The Literature Criticism and Analytical Thinking Course is designed to deepen students understanding and appreciation of classical and contemporary literature. Through interpretation and discussion of a variety of writings, students sharpen their analytical skills, which enables them to craft their own literary masterpieces.

Revisions and Editing


The Revisions and Editing Course explores the process of rewriting and correcting selected works to assure that they are error free and ready for submission to the final digital portfolio presentation project. Students learn to troubleshoot and develop personal strategies for identifying and correcting problems in their writing. The ability to critique work objectively enables writers to correct structural, thematic, and formatting issues before submitting their final drafts.

Symbolic Communications and Cartography


Students in the Symbolic Communications and Cartography Course explore covert societies and the sets of tools through which they communicate. Whereas everyday language and symbols are meant to be clear and precise, communication in some societies is designed to be misleading and/or nearly impossible to understand by the masses in order to keep their rites and practices concealed. In this course, students explore maps and their effective uses in literature and puzzles, and codes in relation to their effective use in storytelling.

Visual Thinking and Writing


The Visual Thinking and Writing Course introduces students to the creative structure of the visual medium. Students learn the building blocks of visual storytelling, such as how to communicate moods, emotions, ideas, sounds, and scenery through props. In this course, students learn how to translate the four-dimensional world into clear and evocative writing.

Writing Workshop II: Television


The Writing Workshop II: Television Course is a workshop opportunity for students to apply principles from previous courses to demonstrate proficiency with the creative process used by television writers. Students are required to think visually and develop a television series. Students develop a premise, write a spec script, and master teasers, tags, and act outs. Thinking visually, they create a film script that incorporates plot, narrative structure, and character development particular to the various television genre needs. Projects are written and revised in a collaborative workshop atmosphere working with feedback from peers and instructors.

Writing Workshop III: Storyboarding, Animation & Comics


In the Writing Workshop III: Storyboarding, Animation, and Comics Course, students are introduced to powerful storyboarding and scriptwriting software that will prepare them to think visually and help them understand the creative writing process of animation and comics. Students learn the history of these genres, as well as the history of narrative structure and character development. By completing scripting projects for animation and comics, students gain practice in the premise creation, page breakdown, outlining, and storyboarding steps of the creative writing process. Projects are written and revised in a collaborative workshop atmosphere working with feedback from peers and instructors.

Art History*
The Art History Course introduces students to selected, impactful monuments of art and architecture in the Western tradition from the prehistoric to post-modernism era studied in relation to the intellectual background of the ages and civilizations that produced them. Lectures accompanied by various visual mediums inspire discussions of assigned readings in philosophical, religious, scientific, political, literary, artistic, and cultural contexts.

Course Outline
Canonical Literature Contemporary Literature Literary Theory and Practice Transmedia Writing Total credit hours Course length 4.00 4 weeks

Course Outline
Game Outline/Bibling Scripted Cut Scenes Descriptive Flavor Text Branching Dialogue Collaborative Composition Total credit hours Course length ECW 2123 4.00 4 weeks

Course Outline
Overcoming Writers Block Objectivity and Analysis Editing and Formatting Practices Spotting Dialogue and Character Development Issues Total credit hours Course length ECW 2955 4.00 4 weeks

Course Outline
Visual Building Blocks Storytelling Techniques Visual Translation Communicating Emotions Total credit hours Course length 4.00 4 weeks

Course Outline
Ancient Art Medieval and Renaissance Art Modern Art Post-modern Art Total credit hours Course length CLP 1006 4.00 4 weeks

Course Outline
Ancient Civilizations Puzzles and Codes Religious Symbols Secret Societies Total credit hours Course length ECW 3651 4.00 4 weeks

Course Outline
Comedy Drama Documentary-Style TV

Course Outline
History of Animation and Comics Character Development Narrative Structure & Planning 4.00 4 weeks Storyboarding Scriptwriting Total credit hours Course length ECW 4420 4.00 4 weeks

ECW 3953

Publishing and Distribution


The Publishing and Distribution Course provides an overview of the publishing industry from its inception on stone tablets to mobile media storytelling platforms. E-books, audio books, digital readers, and wireless access to content have changed the publishing landscape forever. In this course, students explore the processes used to distribute entertainment narratives on a global scale.

ECW 4101

Writing Workshop I: Film


The Writing Workshop I: Film Course is a workshop opportunity for students to apply principles from previous courses to demonstrate proficiency with the creative process used by screenwriters. Students are required to develop a premise, page breakdown, and outline, and to think visually to create a film script that incorporates plot, narrative structure, and character development. Projects are written and revised in a collaborative workshop atmosphere working with feedback from peers and instructors.

Reality Total credit hours Course length

Behavioral Science
The Behavioral Science Course introduces students to the complexities of self-awareness, self-directed learning, and effective interpersonal interactions. Students will learn to recognize the challenges that individuals face in a world that is technologically evolving at a rapid pace. They will become equipped with new ways to address their personal motivations, and will work to improve their learning strategies and methods of interacting within the Full Sail community. Students will also enhance their ability to analyze and evaluate information.

Literary Techniques and Story Development


The Literary Techniques and Story Development Course provides a broad spectrum and intensive study of authorial choices and literary techniques that bring meaning and direction to stories. By employing literary devices, authors play upon their readers conscious and unconscious experiences and archetypes, which in turn shapes the interpretation by and impact on the audience.

Scriptwriting Techniques
The Scriptwriting Techniques Course introduces students to basic scriptwriting formatting for television and film. Students in this course become proficient in Final Draft, the industry-standard software for screen and film writing, while also exploring the basic elements of plot, character, dialogue, and structure.

Transmedia Writing
The Transmedia Writing Course examines the full range of media landscape and charts the progress of a story across multiple platforms. Television shows are often no longer an isolated experience, and the storyline frequently continues after the credits roll each week. Driven by the audiences appetite for more, this cross-platform approach provides a strategic marketing plan and solid entertainment.

Course Outline
History of Publishing Digital Publishing Future of Publishing Distribution Methods Total credit hours Course length 4.00 4 weeks

Course Outline
Final Draft Software Outlining Structure Character Building Total credit hours Course length 4.00 4 weeks

Course Outline
Mobile Media Storytelling Game Storylines Film Scripts Web Series Total credit hours Course length 4.00 4 weeks

Course Outline
Online Tie-Ins Social Networking Streaming Scenes Mobile Devices & Emerging Platforms Total credit hours Course length 4.00 4 weeks

Course Outline
Format Structure Dialogue Story Collaboration Total credit hours Course length 4.00 4 weeks

Writing Workshop IV: Video Game & Interactive Formats


The Writing Workshop IV: Video Game & Interactive Formats Course explores the storytelling process as it relates to games and other interactive media. The unique challenges associated with development of interactive content are explored in the context of students work. Students engage in the creative writing process and create a prospectus for an original interactive product based on their writing. Projects are written and revised in a collaborative workshop atmosphere working with feedback from peers and instructors.

Course Outline
Self-Awareness Self-Regulation Motivation Empathy Social Skills Total credit hours Course length 4.00 4 weeks

Course Outline
Games & Interactive Play Plot / Narrative Outline Descriptive / Flavor Text Demographics Marketing
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.

Total credit hours Course length

4.00 4 weeks

This specific course uses the Florida Statewide Course Numbering System (SCNS).

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Course Descriptions
General Education
MGF 1213 ENC 1101 PSC 1030

College Mathematics
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. First-time algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.

English Composition I*
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.

Fundamentals of Physical Science*


The Fundamentals of Physical Science Course teaches students how to understand the world through fundamental physical concepts such as: force and motion, energy and mechanics, electricity and magnetism, properties of solids and fluids, transmission of sound, and behavior of light. Emphasis is placed on how problems describing nature are approached in terms of physical theories and mathematical formula.

GEN 251

ECW 3111

ECW 3311

Historical Archetypes & Mythology


The Historical Archetypes and Mythology Course introduces students to the connections between history, mythology, and iconic archetypes, and the influence these relationships have had on classical and contemporary cultures of the world. Color symbolism is also explored in order to better appreciate folklores, heroes, and monsters of various cultures. In addition to composing original myths and stories, students complete a personal assessment that identifies characteristics of their individual archetypes and use this knowledge to identify, understand, and relate to mythological characters and characters of their own creation. The course also enhances students ability to analyze and evaluate information.

Literary Genre I: Comedy and Tragedy


The Literary Genre I: Comedy and Tragedy Course introduces students to two fundamental traditions in media and literature. Through the study of a variety of works from film, television, texts, and other media, students learn what moves an audience to laughter or tears and how character psychology and narrative structure lead to humorous or tragic stories. In this course, students conduct research, collaborate with other students, and work with instructors to write projects for comedy, drama, and romance.

Literary Genre III: Science Fiction and Fantasy


The Literary Genre III: Science Fiction and Fantasy Course introduces students to the specific appeal and techniques of science fiction and fantasy, including hard science fiction, space opera, epic fantasy, speculative fiction, alternative history, and more. Students in this course learn about the appeal of escapist fiction and how these speculative genres draw attention to human nature and the human condition, often in ways that are difficult to do in more realistic genres. The special affinity of games and comics for sci-fi and fantasy is also considered.

Course Outline
Review of Basic Arithmetic Operations with the Real Number System Measurement and Number Systems Exponents & Radical Expressions Linear Equations & Inequalities Graphing Proportions, Formulas, and Word Problems Introductory Statistics and Probability Business Applications and Mathematical Models Total credit hours Course length CGS 1000 4.00 4 weeks

Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness Total credit hours Course length ENC 1102 4.00 4 weeks

Course Outline
Force and Motion Energy and Mechanics Electricity and Magnetism Solids and Fluids Transmission of Sound Behavior of Light Physical Theories and Mathematical Formulas Total credit hours Course length 4.00 4 weeks

Course Outline
History of Comedy and Tragedy Character Psychology in Comedy and Tragedy Modern Genres Narrative Structure of Comedy and Drama Writing Comedy, Drama, and Romance Total credit hours Course length ECW 3211 4.00 4 weeks

Course Outline
The Golden Age of Science Fiction and Fantasy From Myth to Tolkien New Worlds and Peoples, Old Problems Speculative Fiction On-Screen Sci-Fi Stories in Sci-Fi Media Total credit hours Course length 4.00 4 weeks

Course Outline
Introduction to Archetypes, Culture and Myths Archetypes Influence on Culture Contemporary Western Myths and Archetypes Cultural Archetypes of Asia, Europe, and Latin America Cross Cultural Comparisons of World Archetypes and Myths to Western Culture Total credit hours Course length 4.00 4 weeks

English Composition II*


The English Composition II Course is designed to build upon the competencies acquired in English Composition I and to further refine students writing process. Students develop proficiency in academic writing, information literacy, and critical thinking abilities. Through the study of argument, persuasive appeals, and learning to identify and avoid logical fallacies, students learn to produce sophisticated arguments of their own.

Computer Science and Internet*


The Computer Science and Internet Course introduces students to the basics of computer operating systems and software, web 2.0 tools, and multimedia applications as they relate to everyday experiences of the computer user. Students initiate online collaboration as well as utilize the tools to successfully navigate common issues associated with online collaboration. Additionally, students evaluate and demonstrate knowledge of specific software applications and technologies used in todays society.

Literary Genre II: Horror, Mystery, and Suspense


The Literary Genre II: Horror, Mystery, and Suspense Course introduces students to the conventions and techniques of horror, mystery, and suspense writing and to the relevance of these styles to all forms of writing. Understanding what drives mysteries; the tension that defines suspense; and the fear of death, failure, and the unknown that makes horror piquant is useful knowledge to every genre. This course presents the works of key creators of these stories in media from the short story to the monster movie to survivalthemed games.

Course Outline
Critical Analysis Argument Information Literacy Research Methods of Documentation of Sources Total credit hours Course length 4.00 4 weeks

Course Outline
Multimedia Presentations Operating Systems and Technologies Web 2.0 Tools Student Audio/Video Projects Total credit hours Course length 4.00 4 weeks

Course Outline
Clues, Red Herrings, and Reveals Building Dramatic Tension Monster and Creative Character Development Classic Short Fiction Suspense On-Screen Total credit hours Course length 4.00 4 weeks

* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.

This specific course uses the Florida Statewide Course Numbering System (SCNS).

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Areas of Focus

Arts
With the advance of technology, creative possibilities have become limitless; art is no longer bound by medium or space. Digital art and design has leapt off the printed page and developments in technology are constantly changing the way people communicate and relate to art, presenting designers with new skills to master.

Bachelor of Science Degree Program

& Design
Though the tools of art and design have evolved with technology, one thing remains intact a designers passion to create. So whether its motion graphics for a TV show or commercial, a storyboard for a magazine, a corporate re-branding, a website, a marketing campaign, or any of hundreds of other design projects, the design process requires the ability to merge technical and aesthetic elements and create something new and exciting. By emphasizing both of these areas, the Digital Arts & Design program at Full Sail will prepare you to be at the forefront of this evolving industry.
Graduates of this degree may apply to continue their education with the:

Digital

Print & 2D Motion Graphics Interactive Design Portfolio Development

Game Design

Master of Science Degree Program

Media Design

CAMPUS PROGRAM

ONLINE PROGRAM

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* IF YOURE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR ADMISSIONS DEPARTMENT TO EXPLORE YOUR OPTIONS.

D I G I TA L A RTS & D ESI G N

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Areas of Focus
IMAGERY

color
As you explore the world of print and 2D design, youll gain a stronger appreciation for the products people use every day, because they all come from the creative spark of a designer. And throughout the Digital Arts & Design program, youll build a dynamic and varied portfolio that represents your accomplishments in the world of design.

E N V I R O N M E N TA L

Print & 2D
Printed images and design are a fundamental part of the world around us. Walk into any restaurant, clothing store, trade show, music event, theater, airport, or even a subway station, and youll see that design lls almost any space in the world. At Full Sail, youll take an in-depth look at this major component of the design industry, made up of marketing collateral, publishing, environmental design, product design, and much more.

marketing
C O L L AT E R A L

PUBLISHING

product DESIGN

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Areas of Focus

Motion Graphics
Today, the printed page has come alive, and motion graphics are fast becoming the way digital artists and designers communicate with an audience. Films, music videos, websites, advertising, corporate meetings, and live events all utilize the capabilities of motion graphics. During the program, youll learn how to render these same digital elements and pair them with sound to create design that moves. Our curriculum tasks you with creating complex motion graphics, helping you learn to create projects on par with industry standards.

DESIGN
T H AT

moves

websites
ADVERTISING

films
music

VIDEOS

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Areas of Focus

communication

INNOV ATIVE

art

FUNCTION

ARTIST

multimedia

Portfolio Development
The key to starting your career lies in your portfolio. Employers want to see what you can do, and your portfolio is a chance to showcase your best work. By the time youve reached the end of the Digital Arts & Design program, youll have assembled a wide range of art and design projects from which you can gather your best work. Your instructors will work with you to pull that work together into a comprehensive digital portfolio that will give you the best chance to enter the design eld of your choice. Whether you want to work as a graphic artist at an elite ad agency or a package designer at a smaller studio, a broadcast designer at a local television station or a freelance multimedia artist, its your talent, your work, and the quality of its presentation that will help get you in the door.

Interactive Design
Interactive media, a relatively new area of design, has evolved into one of the most innovative and thought-provoking vehicles for communication. The Internet has changed the way people gather and disperse information, advertise, and entertain; Full Sails Digital Arts & Design program teaches the technical skills required to benet from this important advancement in design. In our powerful computer labs and virtual set, youll wrap your mind around this marriage of art and function as you learn to create websites, interactive presentations, and other design projects that challenge the capabilities of todays technology.

digital

PORTFOLIO

CREA CREATION

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Overview
Full Sails Digital Arts & Design Bachelor of Science Degree Program is specically designed to pair art and technology, inspiring both sides of your brain, to help bring your ideas to life. Throughout the curriculum, youll explore the entire design process from concept to creation, presentation to implementation. In our studios and labs, youll learn the ins and outs of the current hardware and software used by professionals in the design world. As you master these concepts, youll be challenged to think about design in a new way rst understanding the intended audience for a project, then using that knowledge to direct the design of your message. Youll do that across a wide spectrum of design projects including 2D and 3D art, motion graphics, video game content, digital publishing, typography and page layout, digital video, web design, and more. Learning the essential art and technology elements of this eld is just one part of the Digital Arts & Design program. Youll also have courses focusing on computer business applications, personal nance management, communication skills, and how to prepare yourself for that rst step into the design industry. To help you make that transition, weve also got a team of Career Development professionals that can help you polish your interviewing skills and rsum and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.

Objective
Our goal is to provide you with the focused knowledge and understanding of digital production needed to qualify for entry-level, industry positions as graphic designers, interactive media designers, web designers, digital image processors, digital media authors, digital video effects operators, game artists, and various other positions in digital media production. Additional skills you acquire in digital video production and sound design will broaden your opportunities for a variety of positions in the industry. In addition to technical pro ciency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.

DIGITAL ARTS & DESIGN

OVERVIEW & OBJECTIVE

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Digital Arts & Design


PROGRAM CORE
Code DGT 331 DGT 311 DGT 431 DGT 241 DGT 441 GRD 273 GRD 124 GRD 254 GRD 167 ART 1201 DGT 112 DGT 345 GRD 162 GRD 244 DGT 117 DGT 361 DGT 252 DGT 463 DGT 262 DGT 275 DGT 273 PLA 2412 DGT 272 DGT 341 Course 3D Animation 3D Arts 3D Project Advanced Computer Graphics Advanced Motion Graphics Client Relations Color Theory Corporate Branding Critique Structures Design and Art Theory Designing Computer Graphics Digital Audio Design Digital Photography Digital Publishing Digital Storytelling Digital Studio Digital Video Digital Video Project Editing Digital Video Flash Media Graphic Web Design Intellectual Property and Law Interactive Media Design and Usability Motion Graphics

Course Descriptions
Program Core
DGT 331 Credit Hours 3.00 3.00 3.00 4.00 4.00 3.00 3.00 3.00 4.00 4.00 4.00 4.00 4.00 4.00 3.00 4.00 4.00 4.00 4.00 4.00 4.00 3.00 3.00 4.00 Totals: 32.00 Totals: 113.00 DGT 461 DGT 493 DGT 494 DIG 4950 DGT 351 DGT 321 DGT 232 Motion Graphics Project Personal Identity Project I Personal Identity Project II Portfolio Creation Production Management Studio Maintenance Typography and Page Layout 4.00 4.00 4.00 4.00 4.00 3.00 3.00 DGT 431 DGT 441 GRD 124

Bachelor of Science Degree Program

3D Animation
The 3D Animation Course leads students through the methods and techniques of animating virtual objects and environments using industryleading software and hardware. In this course, students are introduced to the principles of animating three-dimensional computer graphics. The rendered 3D animation sequences can be further used to enhance students web, CD-ROM, and DVD design projects.

3D Project
In this course, students are introduced to the principles of producing a three-dimensional computer graphics project. Students explore the methods and techniques of preproduction and production using industry-leading software and hardware. The rendered 3D project can be further used to enhance students design projects, including their final project.

Advanced Motion Graphics


The Advanced Motion Graphics Course teaches students advanced techniques of motion graphics creation by building on concepts learned in the Motion Graphics course. This course emphasizes design from a problemsolving point of view, and continues the production timeline and graphical requirements of a multimedia project by demonstrating the manipulation of digital images in a studio environment. Students receive a thorough understanding of advanced techniques in continuing exploration of special effects, image compositing, and motion graphics.

Color Theory
The Color Theory Course exposes the student to the theories and application of color, as it relates to both print and screen. Historical and geographical perspectives will be discussed. Methods and techniques of the use of color to create impact, combined with the necessary color correction for the many delivery options will be reviewed. In this course, students will also explore color calibration, both with software and hardware tools.

Course Outline
Rendering and Special Effects Animation Principles

Course Outline
Introduction and Overview of Preproduction Techniques Use of Motion Graphics with 3D Material Creation and Modification Production of 3D Project

Course Outline
Color Theory in Principle Applied Color Theory Psychology of Color Color Calibration Total credit hours Course length 3.00 4 weeks

GENERAL EDUCATION
Code ART 2006 MGF 1213 DEP 2004 ENC 1101 MTG 1205 VIC 2003 MMC 2000 COM 2041 Course Art History College Mathematics Developmental Psychology English Composition I* Geometry and Measurement History of Visual Communications Media and Society* Psychology of Human Interaction Credit Hours 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00

Course Outline
Advanced Motion Graphics Tools Design and Critique Advanced Movement and Composition Advanced Special Effects 3.00 4 weeks Total credit hours Course length 4.00 4 weeks

Particle Systems, Space Warps, and Simulation 3D Character Setup and Animation Total credit hours Course length 3.00 4 weeks

Integrating 3D Project with Video Technology Total credit hours Course length

DGT 311

GRD 254

3D Arts
The 3D Arts Course introduces students to the principles of three-dimensional computer graphics and design. Students in this course explore the methods and techniques of modeling and texturing using industry-leading software and hardware. The rendered 3D models can be further used to enhance the students web, CD-ROM, and DVD design projects.

DGT 241

Corporate Branding
GRD 273

Advanced Computer Graphics


The Advanced Computer Graphics Course trains students in advanced levels of graphics creation through the use of software programs utilized by design and animation companies worldwide. This course emphasizes design from a problem-solving point of view, and introduces the production timeline and graphical requirements for the manipulation of digital images in a studio environment.

Client Relations
The Client Relations Course introduces students to normal business practices and how to navigate them, providing an understanding of how the complex client/designer relationship is critical for success. Students are exposed to many techniques for gaining and keeping the trust of the client. Concepts of negotiation and how to use it effectively in business are explored. Students participate in groups simulating real-world client/designer business scenarios.

TOTAL CREDIT HOURS: TOTAL WEEKS:


* These specific courses are offered online. Please see course description for details.

145 84

The Corporate Branding Course builds upon the concepts learned in the prior courses, and focuses on what makes an effective brand. Students will be exposed to many of the best-known brands and their impact on our world. Concepts of branding and how to use it effectively in the corporate market will be explored. Students will create their own Corporate Brand portfolio.

Course Outline
Introduction and Overview of 3D Software
7

Course Outline
Understanding Corporate Branding Great Branding Campaigns The Branding Process Corporate Branding Project Total credit hours Course length 3.00 4 weeks

Chronological Schedule by Months


1 2 3 4

These specific courses use the Florida Statewide Course Numbering System (SCNS).

Object Creation and Modification Material Creation and Modification 3D Lighting Concepts and Application Rendering and Special Effects Total credit hours Course length 3.00 4 weeks

Course Outline
Advanced Graphics Tools Advanced Design and Color Layout and Composition Digital Imaging and Manipulation Special Effects Total credit hours Course length 4.00 4 weeks

ART HISTORY

DESIGN & ART THEORY

DESIGNING COMPUTER GRAPHICS COLLEGE MATHEMATICS

ADVANCED COMPUTER GRAPHICS GEOMETRY & MEASUREMENT


11

Course Outline
The Business Process The Client Relationship Gaining the Clients Trust Client Relationship Workshop Total credit hours Course length 3.00 4 weeks

DIGITAL AUDIO DESIGN TYPOGRAPHY & PAGE LAYOUT


12

DIGITAL PUBLISHING

CRITIQUE STRUCTURES INTELLECTUAL PROPERTY & LAW


14

ENGLISH COMPOSITION I

DIGITAL STORYTELLING

COLOR THEORY

10

13

MOTION GRAPHICS HISTORY OF VISUAL COMMUNICATIONS


15

DIGITAL VIDEO

EDITING DIGITAL VIDEO

ADVANCED MOTION GRAPHICS 3D PROJECT

MOTION GRAPHICS PROJECT STUDIO MAINTENANCE

DIGITAL VIDEO PROJECT

DIGITAL PHOTOGRAPHY

3D ARTS

3D ANIMATION

CLIENT RELATIONS

CORPORATE BRANDING

16

17

18

19

20

21

DIGITAL STUDIO INTERACTIVE MEDIA DESIGN & USABILITY GRAPHIC WEB DESIGN

FLASH MEDIA DEVELOPMENTAL PSYCHOLOGY

PORTFOLIO CREATION MEDIA & SOCIETY

PRODUCTION MANAGEMENT PSYCHOLOGY OF HUMAN INTERACTION

PERSONAL IDENTITY PROJECT I

PERSONAL IDENTITY PROJECT II

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Course Descriptions
Program Core
GRD 167 DGT 112 GRD 162 DGT 117 DGT 252 DGT 262 DGT 273 DGT 272

Critique Structures
The Critique Structures Course examines the process of evaluating and describing digital and traditional pieces. Students participate in an in-depth discussion of looking and experiencing art and design content done by artists, graphics professionals, and students of many genres. The examination of how well the pieces accomplish their design, value, complexity, and aesthetics are discussed. The students will critique a number of works in this course, both individually and in groups.

Designing Computer Graphics


The Designing Computer Graphics Course trains students in basic levels of graphics creation through the use of software programs utilized by design and animation companies worldwide. This course emphasizes design from a problem-solving point of view, as students receive instruction in color theory and correction, input/output techniques, and tools for graphic design and image compositing.

Digital Photography
The Digital Photography Course builds upon the concepts learned in the prior courses, especially composition and aesthetics. Students will be exposed to many of the best photographers work and will learn advanced techniques for taking digital photographs, editing and presenting them, and managing meta-data/files with industry leading software. In this course, students are asked to shoot and present their work in various delivery platforms. The design concepts reinforced in this course can be used across all types of media.

Digital Storytelling
The Digital Storytelling Course leads students through the methods and techniques of creating personal digital content using the Apple iLife Suite. In this course, students are asked to explore this powerful suite of tools to create many pieces of personal expression, including Podcasts, movies, and websites. The design concepts reinforced in this course show that they could be used across all types of media.

Digital Video
The Digital Video Course is a preliminary production course for the Digital Arts & Design program. In this course, students are introduced to the primary concepts of storytelling, sound design, imaging, and editing. This course also introduces students to the production model, media types (text, image, and sound), and the technologies of multimedia architectures.

Editing Digital Video


The Editing Digital Video Course covers the art and science of non-linear editing. In this course, students learn how editing choices impact how the project will be perceived and ultimately affect its success. Students are introduced to the advanced concepts of imaging and editing, as well as the production model of editing video in the industry. Students also participate in group discussions about editing choices and audience.

Graphic Web Design


The Graphic Web Design Course examines the process of creating exciting, functional content for the World Wide Web. Students expand on the design skills that they have learned throughout the degree program by creating interactive Web pages through the use of industry-standard Web authoring software. Students receive an understanding of HTML and web-standards related to the development of websites. This course demonstrates how to create, edit, manage, and design a professional website within a Web authoring tool and complementary software applications.

Interactive Media Design and Usability


The Interactive Media Design and Usability Course introduces students to the tools and concepts of User Interface (UI) design combined with a method of project development utilizing an industry-proven production process. The course explores both behavioral and structural patterns of UI design along with Information Architecture (IA) for interactive deployment, user navigation techniques, and page layout for the interactive medium. Students gain an extensive knowledge of usability patterns as well as production methodologies as they implement project documentation for the milestones of a User Interface design.

Course Outline
Storytelling Media Types Design and Production Total credit hours Course length 4.00 4 weeks

Course Outline
Principles of Aesthetics Applied Aesthetics Student Critiques Guided Discussion Critique Portfolio Total credit hours Course length 4.00 4 weeks

Course Outline
Computer Graphics Tools Design and Color Layout and Composition Digital Imaging and Manipulation Total credit hours Course length 4.00 4 weeks

Course Outline
iPhoto and iWeb iMovie and Garage Band iDVD and iTunes iLife Project Total credit hours Course length 3.00 4 weeks

Course Outline
Editing Techniques Production Workflow Editing with Final Cut Pro Total credit hours Course length 4.00 4 weeks

Course Outline
Taking Great Digital Photos Editing for Impact Photo Manipulation Digital Photography Project Total credit hours Course length 4.00 4 weeks

Course Outline
Graphic Optimization HTML Dreamweaver Content Integration

Course Outline
Production Process User Patterns 4.00 4 weeks UI Design and Usability Patterns Project Documentation Methodologies Total credit hours Course length 3.00 4 weeks

DGT 463

Digital Video Project


DGT 361

DGT 275

DGT 345

ART 1201

Digital Audio Design


In the Digital Audio Design Course, students explore the creation of audio elements for multimedia, with an emphasis on the design and production of a quality audio product. Students go through the process of producing audio that is compatible with various forms of delivery, from DVD to the Internet. Students gain the skills required to produce quality audio elements and also learn to master those elements to CD-ROM or another comparable format.

GRD 244

Digital Studio
As they have been creating digital content throughout the program, this course offers students an opportunity for a one-on-one portfolio review. The Digital Studio Course introduces students to the process of being art directed as they receive feedback and suggestions for improvement of their work. Students work on their pieces after their critique and have a final review in preparation for the creation of their final portfolio.

Design and Art Theory


Design and Art Theory provides an understanding of composition, design, art, basic color, and graphics through a study of varied artistic styles and their sociological and psychological effects throughout history. This course is essential in the multimedia world where traditional art forms are often blended with current imagery to create a new and significant artistic genre.

Digital Publishing
The Digital Publishing Course mirrors the professional graphic art industry workflow model. Students work in teams with a lead designer, designers, production artists, an illustrator, and a digital pre-press artist, cycling through the responsibilities for each project. For the duration of the course, each student gains team-publishing experience using Adobe Acrobat in a document review cycle with a client. Students have the opportunity to produce a CD/DVD cover and sleeve, a poster, a magazine cover and 16-page signature, a brochure, and an e-book.

The Digital Video Project Course is the primary video production course in the Digital Arts & Design program. In this course, students are responsible for the storytelling, sound design, imaging, and editing of a personal video project. This course also emphasizes the production model, media types (text, image, and sound), and the technologies of multimedia architectures.

Flash Media
The Flash Media Course focuses on the creation of engaging interactive content for the Internet utilizing Adobe Flash, an industry-standard Web authoring software package. In addition to learning the key elements of the Flash interface, students explore how to create and edit rich media for deployment on the Web. Optimization and publishing techniques for audio, video, and animation will be addressed to ensure smooth performance within the Web environment.

Total credit hours Course length

PL A 2412

Intellectual Property and Law


The Intellectual Property and Law Course is designed to introduce the student to general business practices including finance, accounting, insurance, taxes, management, marketing, and negotiation. Students are provided a foundation that addresses the complexities of intellectual property, copyright, and basic business and contract law as it pertains to digital content. Case studies will be used to examine the impact of these laws on our industry.

DGT 341

Motion Graphics
The Motion Graphics Course trains students in basic techniques of motion graphics creation through the use of software programs utilized by design and animation companies worldwide. This course emphasizes design from a problem-solving point of view, and continues the production timeline and graphical requirements of a multimedia project by demonstrating the manipulation of digital images in a studio environment. In this course, students gain a thorough understanding of input/output techniques, special effects, image compositing, and motion graphics.

Course Outline
Preproduction Sound Design Design and Production Editing Mastering to DVD Total credit hours Course length 4.00 4 weeks

Course Outline
Audio Basics Audio Design and Structure Assembly and Testing with Authoring Programs Mastering to CD/DVD Format Total credit hours Course length 4.00 4 weeks

Course Outline
Individual Content Review Studio Time I Studio Time II Final Content Review Total credit hours Course length 4.00 4 weeks

Course Outline
Flash Authoring Environment Drawing Tools Flash Animation Techniques Optimizing and Publishing Total credit hours Course length 4.00 4 weeks

Course Outline
Introduction to Visual Thinking Drawing Workshop, Color and Value, Perspective Elements and Composition of Art and Graphics Cartooning, Animation, and Storyboarding Total credit hours Course length 4.00 4 weeks

Course Outline
Digital Publishing Cycle Digital Pre-press Concepts and Techniques Design and Production of Online Documents Interactive Online Documents Total credit hours Course length 4.00 4 weeks

Course Outline
Overview of the Industries Business Practices Intellectual Property Contracts Business Law Total credit hours Course length 3.00 4 weeks

Course Outline
Motion Graphics Tools Design and Color Movement and Composition Special Effects Total credit hours Course length 4.00 4 weeks

This specific course uses the Florida Statewide Course Numbering System (SCNS).

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Course Descriptions
Program Core
DGT 461 DGT 494 DGT 351 DGT 232

General Education
ART 2006 DEP 2004 MTG 1205 VIC 2003

Motion Graphics Project


The Motion Graphics Project Course trains students in advanced techniques of motion graphics creation through the use of software programs utilized by design and animation companies worldwide. This course emphasizes design from a problem-solving point of view, and emphasizes the production timeline and graphical requirements of a multimedia project. Students work on their own projects using image compositing and motion graphics, demonstrating competence in these areas.

Personal Identity Project II


The Personal Identity Project II Course continues to give students the opportunity to create their own personal brand across multiple types of media. This skill is a critical part of marketing yourself to a client or employer and encompasses all of the concepts and techniques learned in prior courses. Students are exposed to many of the most innovative and effective personal brands and explore concepts of creating a powerful personal identity that will transcend multiple media types. Students fully integrate 2D, 3D, and motion graphics pieces into a personal brand portfolio that includes examples of personal logos, marketing material, multimedia, and a Web presence.

Production Management
The Production Management Course mirrors the professional graphic art industry workflow model. Students work to define the scope of their final project, the range of assets needed to complete it, the technology required to assemble the final project into an executable format, and the time required to get all the work done. By the end of the course, students develop an intimate knowledge of standard industry project management practices.

Typography and Page Layout


The Typography and Page Layout Course introduces students to the world of professional fonts. Students learn how to use typography as a critical part of page layout, as they continue to build upon the concept of design introduced in previous courses. This course also trains students to define how the printed or viewed page looks as an integrated graphic element. Students participate in group discussions and critiques as they work through the projects using the latest publishing software.

Art History
The Art History Course introduces students to selected, impactful monuments of art and architecture in the Western tradition from the prehistoric to post-modernism era studied in relation to the intellectual background of the ages and civilizations that produced them. Lectures accompanied by various visual mediums inspire discussions of assigned readings in philosophical, religious, scientific, political, literary, artistic, and cultural contexts.

Developmental Psychology
The Developmental Psychology Course course is designed to examine the ways in which the basic elements of psychological development serve to either enhance or detract from personal growth. Students will explore both current and historical theory to give them the broadest possible framework with which to enhance their understanding of identity development and expression.

Geometry and Measurement


The Geometry and Measurement Course teaches students a wide spectrum of geometric concepts that are designed to build upon the math learned in earlier coursework. The curriculum will emphasize Euclidean geometry and its relationship to logic, trigonometry and coordinate geometry. The measurements, constructions, graphs, and problems involve angles, triangles, polygons, areas and volumes. Geometry and trigonometric skills are developed exploring problem solving through the logic calculations.

History of Visual Communications


The History of Visual Communications Course presents an historic account of humanitys communicating life events through visual arts. Starting with cave drawings, stories and ideas have been presented and told using visual techniques. As time passes and society changes, avant-garde artists and scientists have pushed the envelope of their respective disciplines and brought about the dissolution of boundaries that traditionally exist between the artistic and media. In the past 25 years, the intersection of art and humancomputer interactivity has emerged as a mass medium, triggering new forms of artistic, entertainment, and educational content. The student will follow the evolution of the various convergent disciplines, setting up a forum for informed discussions about the implications for the future.

Course Outline
Layout and Composition Digital Imaging and Manipulation Special Effects Computer Graphics Project Total credit hours Course length 4.00 4 weeks

Course Outline
Fundamentals of Project Management Learning MS Project Creating a Plan for Success Asset Management Total credit hours Course length 4.00 4 weeks

Course Outline
Ancient Art Medieval and Renaissance Art Modern Art Post-modern Art Total credit hours Course length MGF 1213 4.00 4 weeks

Course Outline
Paradigms Proactive and Reactive Behavior Efficacy, Shadow, Shame Cognitive Dissonance Imagination and Conscience Time Management Perception and Communication

Course Outline
Fundamentals of Typography Typography and the Page The Page as Design Press Considerations Total credit hours Course length 3.00 4 weeks

Course Outline
A Brief History of Geometry Inductive and Deductive Reasoning Foundations of Geometry Triangles Parallel Lines and Polygons 4.00 4 weeks Quadrilaterals Similar Triangles and the Pythagorean Theorem

Course Outline
Concept of Personal Branding Psychological Implications of the Personal Identity Applied Personal Branding

Course Outline
Art as a Communication Tool Human Interfaces Historical References Artist Tools Future Applications and Implications Total credit hours Course length 4.00 4 weeks

DGT 493

Branding for Multimedia Preproduction Personal Branding Project Total credit hours Course length 4.00 4 weeks

DGT 321

Personal Identity Project I


The Personal Identity Project I Course gives students the opportunity to create their own personal brand across multiple types of media. This skill is a critical part of marketing yourself to a client or employer and encompasses all of the concepts and techniques learned in prior courses. Students are exposed to many of the most innovative and effective personal brands and explore concepts of creating a powerful personal identity that will transcend multiple media types. Students fully integrate 2D, 3D, and motion graphics pieces into a personal brand portfolio that includes examples of personal logos, marketing material, multimedia, and a Web presence.

Studio Maintenance
The Studio Maintenance Course leads the student through the methods and techniques of building and maintaining a digital studio. In this course, students are introduced to the principles of working with asset management, file structures and version control to ensure client files are archived for output correctly. The knowledge gained can be used to enhance the students ability to work in an industry that has differing levels of technology employed.

College Mathematics

Total credit hours Course length

The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. First-time algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.

ENC 1101

English Composition I*

Circles Areas of Polygons and Circles Solid Geometry Analytic Geometry Trigonometry Polar Coordinate System Total credit hours Course length 4.00 4 weeks

DIG 4950

Course Outline
Review of Basic Arithmetic Operations with the Real Number System Measurement and Number Systems Exponents & Radical Expressions Linear Equations & Inequalities Graphing Proportions, Formulas, and Word Problems Introductory Statistics and Probability Business Applications and Mathematical Models Total credit hours Course length 4.00 4 weeks

Portfolio Creation
The Portfolio Creation Course prepares students for presenting their work to the professional graphic arts industry. Students work with existing assets they have created during the Digital Arts & Design Program as they develop a professional portfolio. This course gives students the opportunity to create signature pieces to help them represent their skill level to the industry. For the duration of the course, students individually polish both their graphics and the look of their portfolio in order to succeed when being interviewed for a position in the industry.

Course Outline
Types of Asset Management Types of Version Control Integrating Proper File Structure Overview of Media Buying Techniques Total credit hours Course length 3.00 4 weeks

The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.

Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness Total credit hours Course length 4.00 4 weeks

Course Outline
Concept of Personal Branding Psychological Implications of the Personal Identity Applied Personal Branding Branding for Multimedia Preproduction Personal Branding Project Total credit hours Course length 4.00 4 weeks

Course Outline
Portfolio Design Fundamentals Asset Creation Portfolio Assembly Portfolio Review Total credit hours Course length 4.00 4 weeks

* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.

This specific course uses the Florida Statewide Course Numbering System (SCNS).

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Course Descriptions
General Education
MMC 2000

Media and Society*


The Media and Society Course explores how media and its integration to our daily life, especially through the advances in technology, alter the human experience. Special attention is paid to the impact the media has on the individuals and societys psyche, beliefs and values, and, ultimately, behaviors. Areas of concentration include linguistics, semiotics, representation, advertising, ethics, censorship, individual and community identity, the cult of celebrity, and globalization. These topics are examined from psychological and sociological perspectives. Through discussion, visual media, research, and project-based assignments, students develop essential analytical skills to understand how the media influence them and how they, as media creators, will in turn influence others.

Course Outline
Understanding Media Representation and Research Advertising and Ethics Censorship and Media Theory Globalization Total credit hours Course length 4.00 4 weeks

COM 2041

Psychology of Human Interaction


The Psychology of Human Interaction Course studies the dynamics of interpersonal relationships. This involves working with, and hopefully getting along with other people. In this course, students explore the different types of relationships and the problems that can occur when working with others, and learn tools to help manage those relationships and activities.

Course Outline
Teams and Teamwork Communication Power Decision-making Leadership Total credit hours Course length 4.00 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.

This specific course uses the Florida Statewide Course Numbering System (SCNS).

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Areas of Focus
Communication Leadership & Management Marketing & Distribution Finance & Accounting Law & Contracts Networking Final Project

Entertainment
Bachelor of Science Degree Program
Artists, lmmakers, musicians they dont work alone. There are teams of talented people operating behind the scenes to help develop, market, and distribute the albums, lms, and games people enjoy every day. At Full Sail, we understand that there is a unique group of passionate people who want to take on those management roles in the entertainment world whether its at a recording studio, on a lm set, in a graphic design house, or even on the road with a band.

Business
Most of our students start as consumers of the media they love, and our goal with the Entertainment Business Bachelors Degree Program is to help them translate that love into the essential skills needed to begin a career in the business side of the entertainment world. Whether you want to take a position in the marketing division of an entertainment company, become an agent or manager for up-andcoming talent, or any of a multitude of other career paths, this program offers a thorough business curriculum with a focus on how those concepts apply specically to the entertainment eld.
Graduates of this degree may apply to continue their education with the:

Entertainment Business Game Design

Master of Science Degree Program


CAMPUS PROGRAM ONLINE PROGRAM CAMPUS PROGRAM ONLINE PROGRAM

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Master of Science Degree Program FU L L S A I L U N I V E R SITY


* IF YOURE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR PROGRAM ADMISSIONS DEPARTMENT TO EXPLORE YOUR OPTIONS.
CAMPUS ONLINE PROGRAM

EN TERTA I N M EN T BU SI N ESS

Bachelor of Science Degree Program

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Areas of Focus

management
LEADERSHIP

PLANNING

Communication
In the entertainment industry, being able to communicate your ideas effectively in person is as vital as any business outline youll put down on paper. Thats why the Entertainment Business program features specialized communication classes where youll learn the nuances of communicating in a professional environment. This practical instruction includes such essentials as negotiating contracts and deals, pitching ideas, and working with talent. Other highlights include the use of new communication technologies and learning how to create a professional identity that best reects the skills you have to offer.

skills

team-

BUILDING

Leadership & Management

professional

N E G O T I AT I N G

CONTRACTS

deals

A great business idea is nothing without a strong personality guiding it from concept to completion. With that in mind, youll constantly be honing your leadership skills throughout the Entertainment Business program. Youll learn effective management approaches by examining real-world case studies. And, with management courses teaching the fundamental concepts of effective team building, youll learn rsthand the different traits that inspire the best in fellow employees. Implementing all of these ideas, youll take the role of leader in various projects all while learning the planning and management skills that youll use throughout your career.

IDENTITY

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Areas of Focus

marketing
C A M PA I G N S

management
Marketing & Distribution
Business isnt just about great products and ideas, its also about getting those products and ideas into the hands and minds of consumers. In our specialized marketing courses youll learn how to promote and distribute creations throughout the global entertainment marketplace. Youll be responsible for creating a marketing campaign for a company based in the industry youre interested in entering. Youll choose your area of focus, and then follow through with the entire distribution and promotion plan for a project, following the industrys workow processes in a way designed to teach you how to identify and connect with your target market.

FINANCIAL

distribute

PROMOTE

intellectual
P RO P ERTY

Finance & Accounting


Budgeting is a critical component of any companys success, so its important that you get a wellrounded foundation in the intricacies of sound nancial management. During the Entertainment Business program, youll gain the tools you need to keep a company prot table. Youll study business accounting the essential money-management skills that include how to create and manage nances for any project or company. In addition to these business basics, youll also explore the details of residual payments, royalties, and the break-evens on project proposals via dedicated economics, accounting, and statistics courses, as well as a blend of theoretical and applied nance exercises drawn from the entertainment eld.

Law & Contracts


There are different legal concerns for each area of the entertainment industry, and our curriculum will prepare you with a wide breadth of legal topics that cover the variety of real-world scenarios that could arise in your career. Through different classroom exercises youll learn everything from large-scale concerns like how to protect your creative and business assets to specic topics like the liability issues involved with setting up a concert in a live venue. Specialized courses also cover the broad uses of recorded music in all aspects of entertainment, how to handle contract negotiations, and the legal aspects of managing intellectual property.

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Areas of Focus

target markets
Networking
Entertainment Business management will present nine networking workshops throughout the undergraduate business programs to provide students with the necessary networking skills for future success. The sessions cover topics like goal setting, professional etiquette, professional communication and establishing a personal brand. Students will create important networking pieces like business cards, resumes and online portfolios.

EXPLORIN G EXPLORING

BUSINESS

PROPOSALS

Final Project
Your last months in the Entertainment Business program will nd you bringing together the many aspects of your education to develop strategic plans for real-world business scenarios. Youll engage in proper research methodologies to explore your target market, differentiate yourself from competitors, and dene a unique niche within your chosen eld. The culmination of this research is a detailed activity that will cover the key elements of an entertainment business, giving you a practical representation of your skills to show to potential employers. In addition, if you choose to follow an entrepreneurial route after graduation, your background and training will equip you to develop and pursue a formal business plan.

research
METHODS
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Overview
In the Entertainment Business Bachelor of Science Degree Program, youll make your way through a challenging curriculum that combines essential business and management skills like strategic planning, event management, leadership, nance, and entrepreneurship with entertainment-specic courses like Artist Management, Intellectual Property, and Entertainment Business Models. Courses also focus on developing both your personal and professional skills, and the project-based environment recreates the same kinds of professional scenarios youll encounter in todays business world. At the end of the program, youll be tasked with leveraging your knowledge and experience to analyze a business scenario related to your career goals and interests and develop managerial and entrepreneurial strategies to address it. This unique marriage of business and entertainment topics is designed to give you the full range of knowledge youll need to begin a career within an existing entertainment company or to get your own entrepreneurial idea off the ground. In addition to business-specic skills, youll also have courses focusing on computer business applications, personal nance management, communication skills, and how to prepare yourself for that rst step into the entertainment industry. To help you make that transition, we also have a team of Career Development professionals that can help you polish your interviewing skills and rsum and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.

Objective
Our goal is to provide you with the focused knowledge and understanding of essential business and management skills, further enhancing your ability to succeed in entertainment business in a variety of elds including lm, music, digital media, broadcasting and gaming. In addition to technical prociency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life-long learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.

ENTERTAINMENT BUSINESS

OVERVIEW & OBJECTIVE

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Entertainment Business
Bachelor of Science Degree Program
PROGRAM CORE
Code MUB 481 ENTB 4211 ACG 3223 ENTB 253 ENTB 251 MUM 4309 DGL 101 ENTB 4485 MMC 4258 ENTB 410 ENTB 2713 ENTB 376 ENTB 280 ENTB 1001 MAN 2020 MKT 210 BUL 4621 ENTB 3013 MAR 3111 ENTB 3623 ENTB 4525 ENTB 4913 Totals: Course Artist Management Audience Metrics Business Accounting Business Ethics and Social Responsibility Business Law Business Technology and E-Commerce Digital Literacy Entertainment Business Models Entertainment Media Distribution Event Management Excel and Data Reporting Intellectual Property International Business Introduction to the Entertainment Industry Introduction to Management Introduction to Marketing Music Business Law and Contract Negotiations Principles of Business Finance Principles of Digital Marketing Principles of Entrepreneurship Professional Selling Strategic Business Management

Course Descriptions
Program Core
GENERAL EDUCATION
Credit Hours 4.00 4.00 4.00 2.50 4.00 3.00 4.00 3.00 4.00 4.00 3.00 4.00 2.50 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 82.00
* This specific course is offered online. Please see course description for details.

MUB 481 Credit Hours 4.00 4.00 4.00 4.00 4.00 4.00 3.50 3.50 4.00

ACG 3223

ENTB 251

DGL 101

Code CLP 1006 MGF 1213 ENC 1101 ENC 1102 PCS 1030 ECO 2005 STA 2026 MAN 3151 HUM 1505 COM 3109 Totals:

Course Behavioral Science College Mathematics English Composition I* English Composition II* Fundamentals of Physical Science* Introduction to Economics Introduction to Statistics Leadership and Organizational Behavior Popular Culture in Media Professional Communication and Presentation

Artist Management
The Artist Management Course explores the career path of the manager. This position plays a significant role in the entertainment business community and in the career of the artist/band. Course topics include: the artist/ manager relationship, launching an artists career, management contracts, development of an artists career path, and sustaining an artists career.

Business Accounting
The Business Accounting Course examines the accounting cycle and the preparation and interpretation of basic financial statements. Students learn the concept of profitability, principles of cost models and controls, and various operational planning techniques that are used to evaluate the performance of a company. The role of accountants in the entertainment industry is examined throughout the course. Students use real-world accounting software to apply concepts learned.

Business Law
The Business Law Course provides an overview of general business practices, including entity formation, insurance, taxes, and accounting. Students study the laws protecting intellectual property in relation to protecting their own work and legally incorporating the works of others. Students study the law and practices of contracts and negotiations. All concepts are explored through legal case studies and applied business projects.

Digital Literacy
The Digital Literacy Course utilizes a collaborative learning environment to introduce basic computer functions, software programs, and web tools that help prepare students with skills for 21st century learning. In addition, students learn the operation and management of the Apple Mac Operating System, Apple hardware, and applicable technology. Students use these tools to complete various projects, conduct Internet research, collaborate with other students, and communicate with instructors.

Course Outline
Overview of the Artist Manager Developing the Artist/ Manager Relationship Launching the Artists Career The Management Contract

Course Outline
The Accounting Cycle Preparation of Basic Financial Statements Interpretation of Basic Financial Statements Cost Models and Cost Control Decision-Making and Operational Planning Total credit hours Course length 4.00 4 weeks

Course Outline
Overview of Entertainment Industries Business Practices An Introduction to Intellectual Property Clearances and Licensing Contracts and Business Law Total credit hours Course length 4.00 4 weeks

Course Outline
Mac OS and the FSO Learning Platform 21st Century Learning Skills Internet Tools for Research and Learning Collaborating with Peers Total credit hours Course length 4.00 4 weeks

4.00 39.00

TOTAL CREDIT HOURS: TOTAL WEEKS:

121 80

Planning the Artists Career Making the Career Plan Work Career Maintenance and Control Total credit hours Course length 4.00 4 weeks

ENTB 4485 MUM 4309

ENTB 253 ENTB 4211

This specific course uses the Florida Statewide Course Numbering System (SCNS).

Audience Metrics
The Audience Metrics Course examines how companies in the entertainment industry use key measurements and data sources to make business decisions. Students assess how audience data is used for content development and media buying. Students also learn how companies collect, analyze, summarize, and interpret real-world data related to media.

Business Ethics and Social Responsibility


The Business Ethics and Social Responsibility Course presents students with complex, real-world ethical problems associated with the management of a business. Through the study of historical and current case studies, students will debate the responsibilities of managers, broaden their awareness of personal, professional, and business ethics, and address the social responsibility of the entertainment industry.

Business Technology and E-Commerce


The Business Technology and E-Commerce Course addresses emerging technologies and their impacts on business management within the music and entertainment industry. In this course, students explore the proliferation of new technologies and how they are utilized to achieve business goals. Students also learn how to leverage new technologies to reach customers, manage customer relationships, increase revenue and profitability, and optimize their business practices. They learn how to evaluate competing technologies to achieve business goals, and they explore resources that will help them stay current with emerging technologies that can change the industry.

Entertainment Business Models


The Entertainment Business Models Course is a detailed study of the various ways that entertainment organizations operate and generate profit from operations. Students analyze traditional and emerging business models in various segments of the industry. Students explore career opportunities based on current and evolving models.

Course Outline
Traditional Business Models Emerging Business Models The Role of Media Conglomerates Business Development Strategies Career Opportunities Based on Business Models Total credit hours Course length 3.00 4 weeks

Chronological Schedule by Months


1 2 3 4 5

Course Outline
Metrics in the Entertainment Industry Sources of Audience Metrics Audience Measurement Techniques Emerging Technologies in Audience Metrics Entertainment Industry Decision-Making Based on Metrics

DIGITAL LITERACY BEHAVIORAL SCIENCE


6

ENGLISH COMPOSITION I INTRODUCTION TO THE ENTERTAINMENT INDUSTRY


7

COLLEGE MATHEMATICS POPULAR CULTURE IN MEDIA


8

INTRODUCTION TO MANAGEMENT

INTRODUCTION TO MARKETING EXCEL & DATA REPORTING


10

Course Outline
Ethics Historical and Current Event Case Studies Examination of Social Responsibility Business Issues Total credit hours Course length 2.50 4 weeks

Course Outline
Current Technology Platforms and Trends in the Industry Innovation and Adoption Models Quantifying Usage and Value Total credit hours Course length 3.00 4 weeks

INTRODUCTION TO STATISTICS

BUSINESS LAW FUNDAMENTALS OF PHYSICAL SCIENCE


12

INTRODUCTION TO ECONOMICS BUSINESS ETHICS & SOCIAL RESPONSIBILITY


13

PRINCIPLES OF DIGITAL MARKETING BUSINESS ACCOUNTING ENGLISH COMPOSITION II


14 15

11

PRINCIPLES OF ENTREPRENEURSHIP LEADERSHIP & ORGANIZATIONAL BEHAVIOR


16

PRINCIPLES OF BUSINESS FINANCE INTELLECTUAL PROPERTY INTERNATIONAL BUSINESS


17 18

ARTIST MANAGEMENT ENTERTAINMENT BUSINESS MODELS


19

MUSIC BUSINESS LAW & CONTRACT NEGOTIATIONS

Total credit hours Course length

4.00 4 weeks

20

ENTERTAINMENT MEDIA DISTRIBUTION

AUDIENCE METRICS PROFESSIONAL COMMUNICATION & PRESENTATION EVENT MANAGEMENT

PROFESSIONAL SELLING BUSINESS TECHNOLOGY & E-COMMERCE

STRATEGIC BUSINESS MANAGEMENT

This specific course uses the Florida Statewide Course Numbering System (SCNS).

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Course Descriptions
Program Core
MMC 4258 ENTB 2713 ENTB 280 MAN 2020 MKT 210 BUL 4621 MAR 3111 ENTB 4525

Entertainment Media Distribution


The Entertainment Media Distribution Course explores various avenues of publishing, including publishing rights, international publishing issues, the role of publishing companies in the entertainment business industry, the mechanics of publishing companies, and their impact on the entertainment business professional. Forms of distribution are evaluated in relation to their effectiveness for various entertainment products. In addition, students are introduced to various royalty structures and methods of collection.

Excel and Data Reporting


The Excel and Data Reporting Course teaches students to use Microsoft Excel for common business purposes, including analysis and reporting. Course topics include: working with formulas and functions, formatting spreadsheets for effective analysis, creating charts, selecting appropriate chart types, and analyzing entertainment business data. Students identify trends in data and leverage data to convey various business messages.

International Business
The International Business Course addresses the complexity and the diversity of business practices in the international business marketplace. A variety of related topics are addressed, including: consumer differences across key international markets; international marketing strategies; economic policies; political and cultural environments and their effect on international business; the impact of geography on business transactions and distribution; and laws, treaties and international labor issues that affect international business.

Introduction to Management
The Introduction to Management Course analyzes the management principles that lead to a successful company, as well as the nature of business decisions. Students learn about creating and maintaining organizational structure within leadership and legal contexts, and further examine human resource principles. The course also contains an introduction to risk management principles and practices, provides different types of risks and the strategies used to minimize them in relation to physical assets, legal liability, employee benefit programs, taxes, and retirement costs.

Introduction to Marketing
The Introduction to Marketing Course explores general marketing concepts as they relate to the nuances of the entertainment business field. Students construct strategic plans in the selection and development of media products, and are introduced to entertainment licensing concepts and promotional avenues, such as trade shows, trade publications, and the Internet. In addition, this course strengthens students understanding of analytical tools and strategic analysis of the entertainment business, knowledge that can facilitate the success of their creative work. Consumer behavior and its effect on the success of entertainment products are also examined.

Music Business Law and Contract Negotiations


Music Business Law and Contract Negotiations revisits and further expands on business law as it relates to the entertainment industry. Students are introduced to contract writing strategies as they examine strengths and weaknesses of real-world entertainment contracts. Students are then given the opportunity to focus on their chosen creative industry and explore specific contract issues. Finally, the role of lawyers, business managers, and agents in the entertainment business industry is addressed.

Principles of Digital Marketing


The Principles of Digital Marketing Course examines the role of marketing in the 21st century. Students explore digital and mobile marketing, discussing the most prevalent types of tools, their purposes and their effectiveness in relation to the entertainment industry. Comparison to traditional marketing tactics and examples of current marketing mixes are addressed. In addition, this course builds student understanding of search engine optimization and social media marketing tools.

Professional Selling
The Professional Selling Course teaches students the importance of the business development and client relationship management roles in both large and small companies, which are critical to the success of a business. Students learn best practices in a professional sales environment and develop methods to overcome common hurdles in meeting sales objectives. Course topics include building the customer relationship, distinguishing types of sales, the relationship and differences between sales and marketing, and methods of sales forecasting and reporting. Students also learn how to deliver an effective sales presentation and explore the multitude of related career opportunities within the industry.

Course Outline
Formulas and Functions Tables and Charts Data Analysis Data Reporting Total credit hours Course length 3.00 4 weeks

Course Outline
Publishing and Distribution Principles and Terminology Publishing Companies Forms of Distribution Principles of Pricing Merchant Accounts and Credit Cards Royalty Structures and Collection Total credit hours Course length 4.00 4 weeks

Course Outline
International Business Consumer Marketing Strategies for International Business International Economics Political and Cultural International Environments Geographical Issues Legal Issues International Labor Issues Total credit hours Course length 2.50 4 weeks

Course Outline
Creating and Maintaining Organizational Structure in a Leadership vs. Legal Context Human Resource Principles Employee Benefit Programs and Taxes Local and National Labor Laws Risk Management Entertainment Business Management Case Studies Total credit hours Course length 4.00 4 weeks

Course Outline
Specific Legal Terminology Relating to the Music Business Industry Contract Writing and Negotiation Industry Contract Issues Lawyers, Business Managers, and Agents Total credit hours Course length 4.00 4 weeks

Course Outline
Digital Marketing Trends Role of Mobile Marketing Social Media Marketing Search Engine Optimization Total credit hours Course length 4.00 4 weeks

Course Outline
Marketing Principles and Terminology Advertising Competitive Tactics Marketing Plan Development Entertainment Licensing and Promotion Merchandising Public Relations Branding Total credit hours Course length 4.00 4 weeks

Course Outline
Role of the Sales Department Customer Buying Process Sales Proposals Leveraging Social Media in Sales Ethics in Selling Total credit hours Course length 4.00 4 weeks

ENTB 376

Intellectual Property
The Intellectual Property Course examines trade secrets, trademarks, patents, and copyrights in connection with methods of protecting creative works. Students explore acquisition, licensing, sale, and transfer of rights as they relate to music, digital media, animation, gaming, film, and show production. Rights and issues related to independent contractors and work-for-hire employees are also addressed.

ENTB 3623 ENTB 3013

ENTB 410

Event Management
The Event Management Course examines the business of event management, which has developed into a vital marketing tool for a variety of businesses. The many topics of study for event management include researching the product and company brand, identifying the target audience, creating an event concept, and developing a project management plan. This course covers the application of project management tools for successful event planning and management.

ENTB 1001

Principles of Business Finance


The Principles of Business Finance Course provides students with the skills needed to make financial decisions in a business environment. Students examine the process of financial analysis, financing operations and growth, and the concept of risk versus return. In addition, fundamental financial topics are covered, such as the time value of money, capital budgeting, business valuation, risk management, and personal finance.

Principles of Entrepreneurship
The Principles of Entrepreneurship Course examines the role of entrepreneurs in the entertainment industry and their effect on the global economy. The behaviors and motivations of entrepreneurs are explored. Students learn the steps required to launch a start-up company. Other topics covered include types of business entities and tax implications, business licenses, competitive advantage, and operations. This course provides an examination of the challenges and benefits of choosing entrepreneurship as a career path.

ENTB 4913

Course Outline
Intellectual Property Rights Fair Use Acquisition, Licensing, Sale, and Transfer of Rights Independent Contractor vs. Work for Hire Total credit hours Course length 4.00 4 weeks

Introduction to the Entertainment Industry


The Introduction to the Entertainment Industry Course examines the various sectors of the entertainment industry, providing students with a view of the industry from the perspective of a business professional. Students learn fundamental business terminology and are introduced to the primary business models prevalent in the entertainment business. Students examine current industry trends and the variety of careers available in the entertainment business.

Strategic Business Management


The Strategic Business Management Course presents students with complex, real-world business scenarios related to the entertainment industry. Students analyze the scenarios, assess potential action steps, and develop strategic plans to address the scenarios. Through this process, students evaluate the management, marketing, financial, legal, and ethical decisions that affect realworld business decisions. Students also assess external entrepreneurial opportunities that these scenarios could generate.

Course Outline
Financial Analysis Time Value of Money Debt vs. Equity Financing Budgeting and Forecasting Capital Budgeting Techniques Business Valuation Risk Management Personal Finance Total credit hours Course length

Course Outline
Role of the Entrepreneur The Entrepreneurial Mindset Case Studies in Entrepreneurship Entrepreneurship as a Career Total credit hours Course length 4.00 4 weeks

Course Outline
Overview of Event Management Event Concept Design Project Plan Management and Development Target Audience Research Location Scouting and Logistics Technical Event Development Total credit hours Course length 4.00 4 weeks

Course Outline
Sectors of the Entertainment Industry Entertainment Business Terminology Business Models Prevalent in the Entertainment Industry Current Trends in the Entertainment Industry Careers in the Entertainment Industry Total credit hours Course length 4.00 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).

Course Outline
Business Problem Analysis Strategic Management Decisions Total credit hours Course length 4.00 4 weeks

4.00 4 weeks

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Course Descriptions
General Education
CLP 1006

Behavioral Science
The Behavioral Science Course introduces students to the complexities of self-awareness, self-directed learning, and effective interpersonal interactions. Students will learn to recognize the challenges that individuals face in a world that is technologically evolving at a rapid pace. They will become equipped with new ways to address their personal motivations, and will work to improve their learning strategies and methods of interacting within the Full Sail community. Students will also enhance their ability to analyze and evaluate information.

ENC 1101

PCS 1030

STA 2026

HUM 1505

COM 3109

English Composition I*
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.

Fundamentals of Physical Science*


The Fundamentals of Physical Science Course teaches students how to understand the world through fundamental physical concepts such as: force and motion, energy and mechanics, electricity and magnetism, properties of solids and fluids, transmission of sound, and behavior of light. Emphasis is placed on how problems describing nature are approached in terms of physical theories and mathematical formula.

Introduction to Statistics
The Introduction to Statistics Course introduces statistics as a tool for decisionmaking. The first part of this course reviews how to collect, present, and organize data. It explores measures of central tendency and dispersion and how to calculate them. The course concentrates on representing data visually by creating and interpreting charts and graphs, exploring relationships found in data through correlation analysis, and assigning probability and calculating the likelihood of the occurrence of events. This knowledge is applied in solving problems and making decisions based on quantifiable data.

Popular Culture in Media


The Popular Culture in Media Course examines the role and importance of popular culture, providing a rich background for students to understand the historical and social impact of popular culture. Students are introduced to media milestones in popular culture history, and they explore the influence of popular culture on social trends. Course topics include genre studies, the uses of celebrity, the power of the audience, the effects of new technology and new media, and much more. Students develop a critical approach to analyzing broadcasts, advertisements, films, print, audio recordings, games, and web sites that make up and shape our popular culture.

Professional Communication and Presentation


The Professional Communication and Presentation Course exposes students to various forms of written and oral communication through technical, electronic, and creative-writing activities. In addition, students develop competency in visual presentation design. Through practice and development of written and oral skills, students sharpen their abilities to craft effective documents and presentations, while gaining confidence in both the content of their message and their ability to clearly convey it.

Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness Total credit hours Course length 4.00 4 weeks

Course Outline
Self-Awareness Self-Regulation Motivation Empathy Social Skills Total credit hours Course length MGF 1213 4.00 4 weeks

Course Outline
Force and Motion Energy and Mechanics Electricity and Magnetism Solids and Fluids Transmission of Sound Behavior of Light Physical Theories and Mathematical Formulas Total credit hours Course length 4.00 4 weeks

Course Outline
Overview of Business Statistics Business Statistics Terminology Collecting and Organizing Data Presentation of Statistical Data Problem-solving Using Statistics Total credit hours Course length 3.50 4 weeks

Course Outline
Popular Culture As Social Phenomena Approaches to Understanding Popular Culture Popular Culture and Media Technology Popular Culture and The Consumer/Audience Total credit hours Course length 4.00 4 weeks

Course Outline
Modes of Written and Oral Presentation Generating Ideas, Identifying Purpose, and Developing Content Audience Analysis Personal Image Presence and Image of Written Communication Presentation Strategies Technical Development of a Presentation Total credit hours Course length 4.00 4 weeks

ENC 1102

College Mathematics
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. Firsttime algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.

English Composition II*


The English Composition II Course is designed to build upon the competencies acquired in English Composition I and to further refine students writing process. Students will develop proficiency in academic writing, information literacy, and critical thinking abilities. Through the study of argument, persuasive appeals, and learning to identify and avoid logical fallacies, students will learn to produce sophisticated arguments of their own.

MAN 3151

ECO 2005

Leadership and Organizational Behavior


The Leadership and Organizational Behavior Course consists of an inquiry into the characteristics essential in inspiring others to action. Students identify their personal strengths and weakness through selfassessment, expanding their awareness of these qualities to include their effect on other individuals and group behavior. The course provides strategies for decision-making and building effective teams, and encourages students to explore the difficulties, compromises, and rewards of the collaboration process.

Introduction to Economics
The Introduction to Economics Course examines the principles of economics that influence decision-makers, both consumers and producers, within the global economic system. Students examine the features of and reasons for different economic systems throughout the world. Supply and demand, fiscal and monetary policies, and international trade benefits and costs are discussed. The course provides a solid understanding of economics and how economics affects the entertainment business industry.

Course Outline
Review of Basic Arithmetic Operations with the Real Number System Measurement and Number Systems Exponents & Radical Expressions Linear Equations & Inequalities Graphing Proportions, Formulas, and Word Problems Introductory Statistics and Probability Business Applications and Mathematical Models Total credit hours Course length 4.00 4 weeks

Course Outline
Critical Analysis Argument Information Literacy Research Methods of Documentation of Sources Total credit hours Course length 4.00 4 weeks

Course Outline
Leadership Group Dynamics Motivating Building Effective Teams Decision-making Conflict Resolution

Course Outline
Supply and Demand Consumer Behavior International Economics Role of Government Monetary Policy Total credit hours Course length 4.00 4 weeks

Total credit hours Course length

3.50 4 weeks

* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.

This specific course uses the Florida Statewide Course Numbering System (SCNS).

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Areas of Focus
Advanced Business Training Entertainment Focus Capstone Project

Entertainment
Master of Science Degree Program
Entertainment has a wider reach than ever before just check your pockets for your smartphone, MP3 player, or handheld game system. The delivery options available today have broadened the ways we can enjoy media both at home or on the go. And as technology continues to open new avenues for the way we consume music, movies, games, and the web, the entertainment industry has become one of the most exciting elds for creative professionals.

Business
This evolution has also brought the need for a specic kind of talent to lead the next wave, which is why Full Sails Entertainment Business Masters program is designed to provide a higher level of real-world education to students who want to position themselves for leadership roles in the media landscape. As you cover advanced business courses related to media products and distribution, youll gain a focused understanding of the tools used by managers, leaders, organizers, and innovators who make the decisions that help drive the success of the industry.

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Areas of Focus

BUSINESS

THEORY
NETWORKING

Advanced Business Training


The Entertainment Business Masters program takes your education beyond the classroom by having you interact with the entertainment business and traditional business communities. You might meet with a commercial banker about getting business loans and other bank services, or talk with a private investor and nd out what they look for when investing in new companies. In addition to expanding your knowledge of business theory, these meetings allow you to hone the personal skills it takes to be an engaging leader and negotiator in the entertainment world.

SKILL
LEADERSHIP

development

skills
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Areas of Focus

entertainment

INDUSTRY careers

Entertainment Focus
With decades of experience preparing graduates for careers in the entertainment industry, we have a unique perspective on the specic skills youll need to excel in the entertainment world. That experience has enabled us to craft a curriculum that focuses on the business needs of the media world, bridging its creative, technical, and commercial aspects. During your coursework, youll spend time studying the companies that are relevant to your eld of interest both from an artists and executives perspective and the daily work processes that go into making them thrive. More than just a focused curriculum, the program also features guest speakers from successful companies who talk about their experiences and relate them to your career goals.

artist
PERSPECTIVE
EXECUTIVE

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Areas of Focus

professional

DEVELOPMENT OPMEN

marketing DISTRIBUTION

Capstone Project
Your Masters program is highlighted by a business plan capstone project designed to showcase the skills youve learned throughout the program. Adhering to a standard industry format, youll create a detailed proposal for your own entertainment or media company covering all the nancial aspects that an investor would want to see. Your business plan will demonstrate that you know how to think and plan like a professional, including how to budget and control your nances, market and distribute your product, and plan for top organizational performance.

keynote ke ynote presentations

MULTIMEDIA

DIGIT DIGITAL

storyboarding

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Overview
Our Entertainment Business Master of Science Degree Program is an advanced exploration of the specic business and management skills you need to excel and lead in the entertainment world. This balanced and in-depth curriculum will take you through courses such as Executive Leadership, Advanced Entertainment Law, Entertainment Business Finance, Media Literacy and Research Methodologies, Business Storytelling and Brand Development, and Negotiation and Deal-Making as you expand your knowledge of the way the business world works. Through this specialized education, youll learn the strategies of top executives and apply those to exercises that develop your own leadership abilities. As a conclusion to the program, youll be responsible for a comprehensive capstone project a formal business plan which will require you to make practical use of important entertainment business concepts like project management, nancial planning, publishing and distribution, contract negotiation, branding and digital marketing. This well-rounded education will help to hone your leadership and business skills in preparation for entering or advancing through the entertainment industry. To help you make that transition, weve got a team of Career Development professionals that will help you polish your interviewing skills and rsum and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.

Objective
Our goal is to provide you with the focused knowledge and understanding of essential business skills necessary to be successful in a variety of entertainment business industries such as recording arts, show production and touring, digital media and web, game design and development, computer animation, and lm & television. The curriculum in this degree program encompasses courses that address media literacy, research methodologies, executive leadership skills, project and team management, entertainment business nance, negotiation techniques, product and artist management, entertainment law, media publishing, media distribution, digital marketing and business plan development. This program is designed to foster the development of highly trained individuals who want to develop careers in the business side of the entertainment eld. The training you receive in this program will provide you with the tools to help sustain a long and productive career in the entertainment and media industry.

ENTERTAINMENT BUSINESS

OVERVIEW & OBJECTIVE

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Entertainment Business
Master of Science Degree Program
PROGRAM CORE
Code BUL 5628 GEB 611 MAR 628 MAR 680 GEB 650 MMC 6256 MAN 629 EBM 691 EDM 601 MAN 6446 EBM 590 MAN 602 Course Advanced Entertainment Law Business Plan Development Business Storytelling and Brand Development Digital Marketing Entertainment Business Finance Entertainment Media Publishing and Distribution Executive Leadership Final Project: Business Plan Media Literacy and Research Methodologies* Negotiation and Deal-Making Product and Artist Management Project and Team Management Credit Hours 3.50 3.50 3.50 3.50 3.50 3.50 3.50 3.50 3.00 3.50 3.50 3.50

Course Descriptions
Program Core
BUL 5628 GEB 611 MAR 628 MAR 680

Advanced Entertainment Law


This course explores advanced topics related to entertainment law, with an emphasis on entertainment contracts and intellectual property protection. Students explore, through lectures and case studies, how the digital revolution has impacted the entertainment industry and learn strategies for protecting and exploiting rights within the digital domain, with a focus on the role that entertainment law has played in the industrys evolution. Students also have the opportunity to understand the impact of entertainment law on their specific entertainment field and examine how evolving trends are affecting the way contracts are structured within their respective industry sector.

Business Plan Development


The Business Plan Development Course requires students to incorporate the business skills students have developed over their course of study into research for their own business plan. In this course, students draw on their business, management, and technical knowledge to create and develop a formal business plan. Throughout the course, students receive feedback from their instructors and peers concerning the viability of their business plan in the entertainment industry.

Business Storytelling and Brand Development


This course covers the two main aspects to building a strong presence in the business and consumer market: storytelling and brand development. In this course, students learn how to implement brand development strategies that help companies become icons within their industry. Students also learn how to use storytelling principles to strengthen a business and deliver a superior customer experience. Finally, students develop their own personal brand identity and create tools for real-world business use.

Digital Marketing
The Digital Marketing Course focuses on the development of effective marketing plans that promote entertainment within a dynamic digital environment. The course takes an integrated approach to digital marketing through a combination of hands-on exercises, case analysis, and current industry research. Students will explore how to coordinate marketing initiatives across online and offline channels and between Desktop and Mobile audiences. In addition to understanding the tools and techniques required to create a digital marketing plan, students will develop the skills to manage their own professional presence online.

Course Outline
Review of Business Concepts Development of Business Plan to Include: Research Report on the Chosen Industry Financial Plan Marketing Plan Management Plan Total credit hours Course length 3.50 4 weeks

Course Outline
Brand Development Overview Brand Development Principles and Techniques Brand Development Case Studies Construction of a Story Storytelling and Leadership Storytelling and Brand Personal Brand Identity Total credit hours Course length 3.50 4 weeks

Course Outline
Overview of Digital Media Digital Revenue Models Mobile Trends and Technologies Measurement and Analytics Search Engine Marketing Digital Advertising and Promotion Social Media and Customer Engagement Media Planning, Buying, and Campaign Management Total credit hours Course length 3.50 4 weeks

Course Outline
Totals: 41.50 Overview of Intellectual Property Principles Evolution of Entertainment Law Protection of Rights In the Digital Domain Role of Changing Technology
* This specific course is offered online. Please see course description for details.

TOTAL CREDIT HOURS: TOTAL WEEKS:

41.5 48

Trends Affecting Entertainment Contracts Case Studies in Entertainment Law Total credit hours Course length 3.50 4 weeks

This specific course uses the Florida Statewide Course Numbering System (SCNS).

Chronological Schedule by Months


1 2 3 4 5 6

MEDIA LITERACY & RESEARCH METHODOLOGIES

EXECUTIVE LEADERSHIP

PROJECT & TEAM MANAGEMENT

BUSINESS STORYTELLING & BRAND DEVELOPMENT

ENTERTAINMENT BUSINESS FINANCE

NEGOTIATION & DEAL-MAKING

10

11

12

PRODUCT & ARTIST MANAGEMENT

ADVANCED ENTERTAINMENT LAW

ENTERTAINMENT MEDIA PUBLISHING & DISTRIBUTION

DIGITAL MARKETING

BUSINESS PLAN DEVELOPMENT

FINAL PROJECT: BUSINESS PLAN

This specific course uses the Florida Statewide Course Numbering System (SCNS).

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Course Descriptions
Program Core
GEB 650 MMC 6256 MAN 629 EBM 691 MAN 6446 EBM 590 MAN 602

Entertainment Business Finance


The Entertainment Business Finance Course focuses on the financial decisions and issues facing the entertainment industry professional. During this course, students identify and evaluate entertainment business opportunities and projects using financial principles, while also learning how to raise the necessary finances to fund an entertainment company and/or project. Students develop financial projections including startup funds and pro forma income statements for their chosen business. Additional topics in the course include the development of financial decision-making skills, financial planning, capital management, operations expense management and personal finance.

Entertainment Media Publishing and Distribution


The Entertainment Media Publishing and Distribution Course focuses on issues currently affecting media publishing and distribution. Students will study traditional as well as new digital publishing and distribution models. The course also addresses issues within the industry such as piracy, social media, digital rights management and legislation. Students will explore strategies for protecting and monetizing their creative content and will utilize traditional as well as new distribution models to develop a publishing and distribution plan for their chosen business.

Executive Leadership
This course examines the qualities necessary to be an executive leader in todays entertainment business field. Various industries are examined to ensure an understanding of a given industrys leadership styles and traits. Students explore effective decision-making processes, power and influence, mentoring, leading organizational change, and investing in and managing relationships to achieve business goals.

Final Project: Business Plan


The Business Plan is a comprehensive academic examination of a topic selected by the student. The project encompasses academic objectives and concepts learned from each course in the degree program. In their final course, students complete the written business plan and present the plan to faculty and peers. The completion of the Final Project Business Plan is a requirement of graduation for the Entertainment Business Master of Science Degree Program.

Negotiation and Deal-Making


Negotiation and deal-making are essential business skills that enable entertainment business professionals to grow companies, establish a strong business presence, and enhance product development. In this course, students explore the skills needed to become a strong negotiator and deal-maker, through instruction in topics like deal-structuring skills, self-awareness and negotiation skill development, tools and concepts for negotiation preparation, development of deal memos and contracts, negotiation and dealmaking role-playing and critiquing the roleplaying scenarios.

Product and Artist Management


The Product and Artist Management Course addresses management issues and scenarios that apply to artist management and gives students tools and strategies to help resolve these issues. Students in this course also address product management and its unique issues including the interconnectivity of artist and product management activities. Finally, students have the opportunity to apply these advanced management techniques to their specific entertainment field and examine how these principles can be applied to their business projects.

Project and Team Management


Students in the Project and Team Management Course are responsible for two main objectives. The first involves learning the principles of project management, including: creating a project management plan, correctly ordering tasks, understanding and considering all factors that contribute to a successful project, and staying within budget. The second objective requires students to explore the various factors of team management and creating a productive team, including: matching project objectives to team member skill sets, motivating a team to accomplish project goals, empowering team members to take ownership of a projects success, and providing mentorship to aid the teams success.

Course Outline
Executive Leadership Qualities Leaders in the Entertainment Business Field Personal Assessments Power and Influence Mentoring Leading in Change Executive Leadership Case Studies Total credit hours Course length 3.50 4 weeks

Course Outline
Finalize Startup Funding and Financial Pro Forma Executive Summary Development Completion of Written Business Plan Business Plan Presentation Total credit hours Course length 3.50 4 weeks

Course Outline
An Overview of Negotiation Techniques Deal-Making Structures and Outlines Self-awareness and Negotiation Skill Development Role-playing Negotiation Deal Memos and Contracts

Course Outline
Overview of Artist Management Strategic Artist Management Techniques Overview of Product Management Strategic Product Management The Integration of the Artists and the Media Product Current Issues Affecting Artist and Product Management Problem-solving Techniques for Artists Case Studies in Artist and Product Management Total credit hours Course length 3.50 4 weeks

Course Outline
Overview of Traditional Publishing and Distribution Methods Exploration of New Digital Publishing and Distribution Models Publishing and Distribution Case Studies Digital Rights Management Social Media and Piracy Issues Development of a Publishing/Distribution Plan Total credit hours Course length 3.50 4 weeks

Course Outline
Identifying Entertainment Business Opportunities Development of Financial Decision-making Strategies Financial Planning Funding Entertainment Business Plans and/or Projects Pro Forma Financial Projections Capital Funding and Management Operations Expense Management Personal Finance Total credit hours Course length 3.50 4 weeks

Course Outline
Section 1: Project Management Creating a Project Plan Project Plan Development and Execution Project Management Budget Management Section 2: Team Management Aligning Project Tasks with Team Talent Team Management Concepts and Theories Team Management Case Studies Managing Team Morale Managing Team Time Management Confronting Team Conflict Inspiring a Team Total credit hours Course length 3.50 4 week

EDM 601

Media Literacy and Research Methodologies*


In the Media Literacy and Research Methodologies Course, students review media studies literature using various resources. Utilizing the skills that they acquire from this course, students work throughout the program to develop their thesis and media project focusing their efforts on making changes to their personal practice or workplace. In this course, students will start development of media research proposals, create a literature review based upon their research, examine the progress of research questions formation, and study various research methods, learning which are appropriate to various types of research questions.

Negotiation and Deal-Making Case Studies Total credit hours Course length 3.50 4 weeks

Course Outline
Media Research, Sampling, and Validity Online Research Databases and Tools APA Formatting and Citations Literature Review Research Proposals Media Project Formation Total credit hours Course length 3.00 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.

This specific course uses the Florida Statewide Course Numbering System (SCNS).

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Areas of Focus
Preproduction Production Postproduction Final Project

Film
Bachelor of Science Degree Program
Filmmakers have always been on the cutting edge of technology. Incorporating color and sound were early milestones, and now CGI, virtual sets, and high-denition cameras are opening doors that were once unimaginable. Yet, even with all of the possibilities technology introduces to the creative process, our favorite lms would not exist if it werent for the people whose drive, passion, and creativity bring these ideas to life on the big screen. In the end, its about storytelling the desire to create something new and make it mean something to an audience. When you enter Full Sails Film Program, you join a unique group of people who understand and share that desire. From educators and guest lecturers whove been there, to students who share your love and passion for cinema, everyone shares a common goal learning to make great lms.
Graduates of this degree may apply to continue their education with the:

Entertainment Business Game Design

Master of Science Degree Program


CAMPUS PROGRAM ONLINE PROGRAM CAMPUS PROGRAM ONLINE PROGRAM

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* IF YOURE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR PROGRAM ADMISSIONS DEPARTMENT TO EXPLORE YOUR OPTIONS.
CAMPUS ONLINE PROGRAM

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Areas of Focus

create

STORYBOARDS

BUDGETING
SCHEDULING

planning

Preproduction
Long before a director yells Action!, teams of people have already spent months (or even years) planning, budgeting, and scheduling every detail of a production. Having a thorough understanding of preproduction a critical time in the lmmaking process is vital to creating a successful lm, and Full Sails curriculum starts you right at the beginning. Throughout the program, as you create multiple lm and video projects, youll get familiar with this process as you nalize scripts, prepare budgets and schedules, create storyboards, cast your productions, scout locations, and build sets. As you see how all of these important parts come together, youll learn how to use careful planning and preproduction to ensure a smooth and successful production before you even pick up a camera.

SCRIPTS
CASTING

finalize

SCOUTING

location

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Areas of Focus

studio o HDstudi

FULL

SET building
Production

filmmakers

TEAMof

Once the planning is nished, its time to get started. Production is the phase of a lm where the actors, crew, producers, and directors all work together to create what you see on-screen. It takes all kinds of people to make a lm set run smoothly from directors of photography to audio techs to production designers to second assistant directors to script supervisors and our Film curriculum is designed to give you experience with all of these different roles on real-world lm shoots. Through multiple productions in multiple styles using 35mm, 16mm, HD, and DV cameras, youll learn and cycle through various positions on a lm shoot as you work with other students to form a team of lmmakers.

tools GUIDANCE

training

To achieve your vision, you might need to build the world it lives in. Thats why we give you eight soundstages, a backlot, location grip trucks, and a full HD studio. No matter what story you want to tell, youll have the tools, the guidance, and the training to capture it.

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Areas of Focus

EDITING
rooms

AVID AVID

protools

mold REFINE
Postproduction
Its said that where a lm really comes to life is in the editing room. In postproduction, important decisions are made about the sequence, ow, and visual style of a lm. Scenes are cut and rearranged and the lm begins to take its nal shape. But the visuals are just one aspect of postproduction. This is where you mold and rene every aspect of your lm recording and editing additional dialogue, sound effects, and music, as well as creating digital visual effects that may be essential to the story, adding titles, and polishing every detail of your lm. Whatever you need to do to make your lm come together, youll have the tools at your disposal throughout your education multiple Avid editing labs, Apple Final Cut Pro editing workstations, Pro Tools audio workstations, and much more.

FLOW VISUAL

sequence

STYLE

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Areas of Focus

film SETS
filmmaking
PROCESS
Final Project
Through most of the Film program, youre learning, rening, experimenting, and guring out how to handle yourself on a real-world lm set, regardless of whether youre a production assistant or sitting in the directors chair. For your nal project, youll put all that experience and knowledge together to make a 35mm movie from scratch. Working with a crew made entirely of your classmates, you start with the script and proceed to work through the entire lmmaking process, starting with preproduction casting, budgeting, storyboarding, and more. Then your team moves on to production you can design and build your own set, go on location, or maybe shoot on our existing backlot with locations like New Orleans and Venice. After all the footage is shot, its time to head to the edit bays in Advanced Post-production class to put it all together and bring the story to life. The reward for this whole process is seeing your crews lm screened in a movie theater for an audience of classmates, family, and industry professionals. When its all done, youll have another valuable asset for your reel something that really shows off your capabilities. This whole process is something youll need to know well when you work in the industry, and youll get comfortable with it right here on campus.

REAL world

SCREENED
for an

audience

LIFE
FI LM

STORYTO

bring YOUR

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Overview
Our Film Bachelor of Science Degree Program is built around actual industry workow, so you learn your way around a set while youre in school. The Film curriculum will have you planning productions, writing scripts, creating storyboards, and learning how to shoot on a variety of cameras 16mm, 35mm, HD, and more and in a variety of styles. Youll build sets (and break them down) on spacious soundstages and shoot on our studio backlot, hold casting calls, work on the actors make-up, and create special effects to enhance your lms. Then, when the lm is in the can, youll edit, work on visual effects, polish the sound, and prepare the lm for viewing on the big screen. In addition to lm production, youll also learn photography, HD broadcast production, production budgeting, and lighting, as well as courses focusing on computer business applications, personal nance management, communication skills, and how to prepare yourself for that rst step into the lm industry. To help you make that transition, weve also got a team of Career Development professionals that can help you polish your interviewing skills and rsum and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.

Objective
Our goal is to provide you with the focused knowledge and understanding of lm theory and craft needed to qualify for entry-level, industry positions as independent lmmakers, camera operators, production assistants, editors, sound designers, assistant directors, unit production managers, art directors, video editors, lighting technicians, directors assistants, dialogue editors, and a variety of other positions in the lm and video industry. This program will also help you develop team building skills necessary for the lm industry and instruct you in the professional presentation of lm projects. In addition to technical pro ciency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.

FILM

OVERVIEW & OBJECTIVE

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Film
Code FLM 335 FLM 496 FLM 497 FLM 3457 FLM 3467 FLM 372 FIL 2771 FIL 2781 FLM 267 FLM 268 FLM 442 FLM 443 FLM 431 FLM 432 FLM 487 FLM 488 FLM 345 FLM 346 FIL 1034 PGY 1106 FLM 321 FLM 241 FLM 242

Course Descriptions
Program Core
FLM 335 Credit Hours 3.00 4.00 3.50 2.00 0.50 3.50 4.50 2.00 2.00 1.00 2.50 1.50 4.00 3.50 3.50 4.00 3.50 3.50 2.50 3.00 4.50 3.00 3.00 Totals: 32.00 Totals: 88.50 FLM 246 FLM 457 FLM 463 FLM 354 FLM 235 FLM 223 Makeup for Motion Pictures Post-production Producing Independent Film Production Design Sound for Film Storytelling* 2.00 4.00 5.00 2.50 3.50 3.50 FLM 497 FLM 3467 FIL 2771 Course Advanced Lighting Advanced Post-production I Advanced Post-production II Art Direction I Art Direction II Cinematography Digital Cinematography I Digital Cinematography II Directing I Directing II Documentary Filmmaking I Documentary Filmmaking II Film Production I Film Production II Final Project I Final Project II HD Production I HD Production II History of Motion Picture Arts Introduction to Digital Photography Introduction to Editing and Visual Effects Lighting I Lighting II

Bachelor of Science Degree Program


PROGRAM CORE

Advanced Lighting
The Advanced Lighting Course teaches lighting in a variety of mediums, including film, digital video, and high definition. Building upon the topics covered in the previous lighting course, students explore the concepts of analyzing a script, lighting for character movement, dramatic lighting of art direction, and the interpretation of lighting a scene. The dramatic nuances of scenes are then analyzed and enhanced by creating various lighting setups.

Advanced Post-production II
The Advanced Post-production II Course focuses on the finishing touches of a film. Students study visual effects such as compositing, motion tracking and graphics. These tools include digital mattes, painting tools, and 3D functionality. This is done on a high-end editing system where the final project will be assembled and readied for distribution. These systems allow for uncompressed video and film resolutions.

Art Direction II
In the Art Direction II Course, students facilitate designs during the pre production phase of the 16mm Film Production by completing set construction, applying scenic paint, acquiring set decoration and applying dressing. During the course of production, students act as the on-set art department.

Digital Cinematography I
The Digital Cinematography I Course introduces students to the art and operation of digital video cameras. The course provides in-depth and practical knowledge of the differences that digital cameras offer digital filmmakers by way of control over digital images during acquisition. Digital attributes such as RGB changes, scene profiling, gamma adjustment, and black pedestal control will be explored and evaluated.

Course Outline
Set Design Implementation Set Construction Scenic Paint Application Set Decoration Acquisition Set Dressing Application Total credit hours Course length 0.50 4 weeks

Course Outline

Course Outline
Common Digital Formats and Terms Digital Compared to Film Scene Profiling and Image Control Total credit hours Course length 4.50 4 weeks

GENERAL EDUCATION
Code ART 2007 CLP 1006 MGF 1213 CGS 1000 CRW 2000 ENC 1101 SPC 2140 SPC 1606 Course Art History* Behavioral Science College Mathematics Computer Science and Internet* Creative Writing* English Composition I* Interpersonal Communications Public Speaking Credit Hours 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00

Course Outline
Software Introduction Visual Effects Compositing Motion Tracking Assemble Lab Projects 3.00 4 weeks Total credit hours Course length 3.50 4 weeks

Lighting for Video, Film, and High Definition Interpretation of Lighting a Scene Analyzing the Script Dramatic Lighting of Art Direction Lighting for Character Movement Total credit hours Course length

FLM 372

FIL 2781

Cinematography
The Cinematography Course introduces students to the art and operation of motion picture film cameras, by providing an in-depth overview of terminology, camera structure and camera operation. Students will apply what they are learning by shooting a short film during the course.

Digital Cinematography II
In the Digital Cinematography II Course, focuses on the digital video filmmaking techniques necessary for the creation of independent shorts. Students learn important concepts of cinematography, including how to operate cameras, direct, edit, record production sound, light, and fill all positions necessary to digital video production. In addition, students produce a short movie from concept to completion.

FLM 496

FLM 3457

Advanced Post-production I
This Advanced Post-production I Course focuses on completing a digital or film finish and using finishing tools such as color correction and basic effects. Advanced editing theory by Murch, Kuleshov, and others demonstrate methods of storytelling through the edit. Other techniques such as multi-camera editing and two stage workflows are covered as well. Students also go over the post-production process of taking the film from raw footage to final release.

Art Direction I
The Art Direction I Course teaches students, through lectures and handson experience, professional methods of implementing sets for film and digital video production. Students receive further instruction in production design and are trained to build, paint and add set dressing as they fabricate a film set from concept to completion for use in the 16mm Film Production Course.

TOTAL CREDIT HOURS: TOTAL WEEKS:


* These specific courses are offered online. Please see course description for details.

120.5 80

Course Outline
Film Formats Film Stocks Exposure Composition Camera Movement Camera Crew Members Study Work of the Great Cinematographers Total credit hours Course length 3.50 4 weeks

Course Outline
Portfolio Proposal Shoot 1: Basic Camera and Lens Movement Shoot 2: Digitally Adjusted Acquisitions Portfolio Assembly and Assessment Total credit hours Course length 2.00 4 weeks

Chronological Schedule by Months


1 2 3

These specific courses use the Florida Statewide Course Numbering System (SCNS).

Course Outline
Production Design Prototypes Color Theory and Scenic Paint Set Decoration and Props Set Construction Total credit hours Course length 2.00 4 weeks

ENGLISH COMPOSITION I BEHAVIORAL SCIENCE


6

CREATIVE WRITING INTRODUCTION TO DIGITAL PHOTOGRAPHY


7

COMPUTER SCIENCE & INTERNET COLLEGE MATHEMATICS


8

LIGHTING I HISTORY OF MOTION PICTURE ARTS


9

LIGHTING II PUBLIC SPEAKING


10

Course Outline
Editing Theory

SOUND FOR FILM STORYTELLING


11

DIGITAL CINEMATOGRAPHY I DIRECTING I


12

DIGITAL CINEMATOGRAPHY II DIRECTING II


13

INTRODUCTION TO EDITING & VISUAL EFFECTS DOCUMENTARY FILMMAKING I


14

ADVANCED LIGHTING DOCUMENTARY FILMMAKING II


15

Workflow and Formats Editorial of Final Project Assistant Editor Duties Film and Digital Finishing Total credit hours Course length 4.00 4 weeks

HD PRODUCTION I MAKEUP FOR MOTION PICTURES


16

HD PRODUCTION II ART HISTORY


17

CINEMATOGRAPHY PRODUCTION DESIGN


18

FILM PRODUCTION I ART DIRECTION I


19

FILM PRODUCTION II ART DIRECTION II


20

POSTPRODUCTION

FINAL PROJECT I

FINAL PROJECT II

ADVANCED POSTPRODUCTION I INTERPERSONAL COMMUNICATIONS

ADVANCED POSTPRODUCTION II PRODUCING INDEPENDENT FILM

This specific course uses the Florida Statewide Course Numbering System (SCNS).

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Course Descriptions
Program Core
FLM 267 FLM 442 FLM 431 FLM 487 FLM 345 FIL 1034 FLM 321 FLM 242

Directing I
The Directing I Course focuses on the many aspects of directing. Students learn the responsibilities of the director through all phases of the filmmaking process (preproduction, production and post-production). The students will gain accurate knowledge in the areas of directing actors and understanding the actors language. Students also gain knowledge concerning all aspects of pre-visualization, composition and crew/set etiquette.

Documentary Filmmaking I
The Documentary Filmmaking I Course examines various techniques necessary to direct and produce documentary films. While course topics include directing, producing, preproduction, history, writing, genres, and interviews for documentary films, students also delve into the philosophy of ethics and research as it pertains to the preproduction and production of non-fiction story telling.

Film Production I
The Film Production I Course examines the film process from preproduction to production in the 16mm film medium. In this course, students become familiar with each of the positions involved in a professional production by participating in labs that give them handson experience. Subjects covered include directing, cinematography, shooting styles, lenses, audio for film, working with talent, lighting, and production management.

Final Project I
The Final Project I Course exposes students to various facets of advanced filmmaking as they prepare to make a 35mm narrative film. This course is supported by lectures including advanced cinematography, directing actors, advanced lighting and copyright. Practical application of skills in this course includes preproduction, script analysis, casting, location scouting, and production design.

HD Production I
In the HD Production I Course , students learn techniques and technologies required for creating live television productions using high definition cameras. Starting with basic camera principles and setups, students explore the details of ENG and EFP production and live multi-camera television studio production. This course also addresses directing, production audio, lighting, and all the positions necessary for television studio production.

History of Motion Picture Arts


The History of Motion Picture Arts Course explores motion pictures as an art form, as a business, and a representation of society. Students examine how film has become a dominant force in American culture through studying subjects like the birth of film, the golden age of silent films, World War II, non- Hollywood films, the New Cinema of the 1960s era, and the Hollywood Renaissance.

Introduction to Editing and Visual Effects


Introduction to Editing and Visual Effects is the preliminary postproduction course of the degree program. In this course, students are introduced to the concepts of aesthetic editing and the role of the editor as a storyteller. Students are also introduced to many postproduction concepts, including dialogue editing, scene transitions, time and space perception, tempo, sound effects, visual effects, editing with music, and mood changes.

Lighting II
The Lighting II Course builds upon the topics introduced in Lighting I and covers the basics of color correction and camera filtration using tungsten, fluorescent, and HMI sources. Students are challenged to apply their knowledge to produce original images. Special emphasis is placed on image analysis and using the script as the main guide for film lighting design.

Course Outline
Film Analysis/Types Composition/Shot Directing Actors The Rehearsal Process Pre-visualization/Forms The Directors Team History of Directing/Acting Total credit hours Course length 2.00 4 weeks

Course Outline
Genres and History Research, Writing, and Budgeting Interviewing and Field Production Ethics and Resources Total credit hours Course length 2.50 4 weeks

Course Outline
Film Production Process Directing and Producing Film Equipment Labs Total credit hours Course length 4.00 4 weeks

Course Outline
Preproduction Script Analysis Job Descriptions Directing Talent Intro to Cinematography Location Scout Music Rights Film Stocks & Latitude Lenses & Metering Art Direction Total credit hours Course length 3.50 4 weeks

Course Outline
Beauty Lighting Introduction to Color Correction Product Shots Lighting Strategies and Image Analysis Daytime Exterior Lighting Low-Budget Lighting Strategies Total credit hours Course length 3.00 4 weeks

Course Outline
Field and Studio Cameras The Control Room Television Crew Positions Live Directing Total credit hours Course length 3.50 4 weeks

Course Outline
The Birth of Movies The Golden Age of Silent Films Integration of Sound World War II: Decline of the Studio System The Documentary Foreign Films Close-up: Master Filmmaker Alfred Hitchcock The New Cinema of the 1960s The Hollywood Renaissance Final Exam Total credit hours Course length PGY 1106 2.50 4 weeks

Course Outline
Introduction to Editing Systems The Editor as a Storyteller Tempo, Mood, and Transitions Dialogue, Sound Effects, and Music Visual Effects Total credit hours Course length 4.50 4 weeks

FLM 443

FLM 432

Documentary Filmmaking II
The Documentary Filmmaking II Course begins with the production of a short documentary project for which preproduction was finished in DFM I. Students work on a group documentary project in crews with specific jobs including Unit Production Manager, Director, Director of Photography, Camera Operator, 1st Assistant Director, Script Supervisor, Audio Mixer, Boom Operator, and Editor. During production and post-production labs students and faculty review various phases of the process, and each group completes a finished documentary project. All students participate in every aspect of production and post-production.

Film Production II
In the Film Production II Course, students practically apply the concepts learned in Film Production I via hands on production experience.

FLM 346

HD Production II
In the HD Production II Course, students use the skills acquired in HD Production I to produce a live Television show. Students are responsible for all aspects of preproduction, field production, editing, graphics, and writing. Students then produce a television show that includes both live and pre-produced segments.

FLM 241

FLM 246

FLM 268

Lighting I
The preliminary lighting course for the Film Program, Lighting I emphasizes professional procedures and protocol relevant to the film industry. Students work with industrystandard lighting and grip equipment and are trained in the safe use of electricity and power distribution. This course also covers the basics of color correction and camera filtration using tungsten, fluorescent, and HMI sources.

Directing II
The Directing II Course focuses on application of the directors knowledge. Students also focus on shooting for the edit and motivating camera movement. Through workshops the students will combine all lab and lecture material together within a scene from scripts to be produced.

Makeup for Motion Pictures


In the Makeup for Motion Pictures Course , students are provided with basic makeup products and are taught a range of techniques, from basic beauty to bald caps and bruises. Students learn many out-of-kit effects and techniques to prepare them for the unique makeup situations that arise on set. With a focus on maximizing creativity, students are taught the makeup artists job and develop an understanding of what goes into the makeup and hair techniques used in the film industry.

Course Outline
Film Production of Short 16mm Film Footage Critique Total credit hours Course length 3.50 4 weeks FLM 488

Final Project II
The Final Project II Course continues preproduction and art direction through the completion of principle photography. Students apply their knowledge in departments including grip/electric, camera, sound, and directorial. Subjects covered include 35mm camera systems, production sound and production management. Production locations are dependent upon the script and range from soundstages to various external, on-location sites.

Course Outline
Preproduction Field Production Studio Engineering Television Graphics Studio Production Total credit hours Course length 3.50 4 weeks

Introduction to Digital Photography


The Introduction to Digital Photography Course exposes the student to still photography and the storytelling process using a digital single-lens reflex camera (SLR). Good composition, the discipline of the frame, proper exposure, lens theory, and portfolio creation are presented as the building blocks of visual storytelling in this dynamic hands-on experience. Students will learn to effectively use iPhoto for editing and managing their digital workflow as well image sharing websites to present the photographs to the class.

Course Outline
Understanding Basic Editing Understanding Scene Study Performance/Composition Implementing Pre-visualization/Paperwork Total credit hours Course length 1.00 4 weeks

Course Outline
Electricity & Distribution Systems Stands & Controlling Devices Tungsten Lights Three-Point Lighting Metering & Exposure Total credit hours Course length 3.00 4 weeks

Course Outline
Production Organization Shooting the Documentary Editing the Documentary Ethics and Resources Total credit hours Course length 1.50 4 weeks

Course Outline
Basic Makeup for Film Bald Caps, Facial Hair, Temporary Hair Color, Wigs History of Makeup and Stretch and Stipple Special Effects Airbrush, Fantasy Makeup Tattos and Tattoo Covering Total credit hours Course length 2.00 4 weeks

Course Outline
Advanced Camera and Camera Assistant Art Direction Ins and Outs of Film Magazines Intro to Arriflex Studio & Light Cameras Arriflex Studio & Light Cameras Jib and Crane Blocking Pre-light Production for Final Project Total credit hours Course length 4.00 4 weeks

Course Outline
Still Photography Visual Storytelling Digital Workflow Image Sharing Total credit hours Course length 3.00 4 weeks

This specific course uses the Florida Statewide Course Numbering System (SCNS).

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Course Descriptions
Program Core
FLM 457 FLM 354 FLM 223

General Education
ART 2007 MGF 1213 CRW 2000 SPC 2140

Post-production
Post-production is the second of three film post courses in the Film Program. The Postproduction course is intended to provide a greater understanding of the imaginative and technical side of editing. Students examine intermediate non-linear online editing techniques, including engineering, media management, and digital video effects, using footage from the Film Production course. Students then edit a short story that includes titles, music, and a finished edit.

Production Design
The Production Design Course focuses on the responsibilities of the production designer and his or her crew within the art department. This course introduces the principles of production design and addresses how they apply to a motion picture. The overall mood and visual appearance of a film is explored through the fundamentals of design. Subjects covered include script breakdown, storyboards, the effects of color, drafting, elevations, and set research. The course culminates in students designing a film set for use in the Film Production Course.

Storytelling*
The Storytelling Course uncovers the secrets behind the art, craft, and business of writing for film and television production, and fosters students to begin to think and work as a film author and to enhance scripts through the use of specific storytelling techniques. Students will utilize examples from movies, past and present, to examine a multitude of structural and stylistic techniques that can be applied to a variety of film or television projects.

Art History*
The Art History Course introduces students to selected, impactful monuments of art and architecture in the Western tradition from the prehistoric to post-modernism era studied in relation to the intellectual background of the ages and civilizations that produced them. Lectures accompanied by various visual mediums inspire discussions of assigned readings in philosophical, religious, scientific, political, literary, artistic, and cultural contexts.

College Mathematics
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. Firsttime algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.

Creative Writing*
The Creative Writing Course trains students to explore writing in a variety of genre forms. Building on the knowledge gained in English Composition, students in this course incorporate common literary devices and narrative structures into creative endeavors.

Interpersonal Communications
The Interpersonal Communication Course examines the nature of the communication process, variables affecting the process, and the individuals involved. Additionally, this course includes individual analysis of behavior processes that may impede and/or enhance communication processes. Topics include perception, nonverbal behavior, persuasive communication, identity management, intercultural communication and computer mediated communication. This course also enhances students ability to analyze and evaluate information.

Course Outline
Brainstorming Form and Function of Genre Narrative Structure and Causality Literary Devices Criticism and the Editing Process Final Revisions Total credit hours Course length 4.00 4 weeks

Course Outline
Review of Basic Arithmetic Operations with the Real Number System Measurement and Number Systems Exponents & Radical Expressions Linear Equations & Inequalities

Course Outline
Introduction to Editing Systems Computerized Editing Techniques Alternative Editing Choices Film Production Projects Total credit hours Course length 4.00 4 weeks

Course Outline
Structure and Outline Character Development Script Formatting: First Draft Rewriting: Second Draft Pitching an Idea: Final Draft Total credit hours Course length 3.50 4 weeks

Course Outline
Ancient Art Medieval and Renaissance Art Modern Art Post-modern Art Total credit hours Course length CLP 1006 4.00 4 weeks

Course Outline
Script Breakdown Scene Design and Storyboards Drafting and Elevations Effects of Color Researching Total credit hours Course length 2.50 4 weeks

Course Outline
Assessment and Evaluation Research and Planning Writing Rsums and Other Documents Networking and Interviewing

Graphing Proportions, Formulas, and Word Problems Introductory Statistics and Probability

Behavioral Science

FLM 463

Producing Independent Film


The Producing Independent Film Course explores the world of line producing, producing, and the production infrastructure of independent film. Students learn all aspects of prepping the shoot, scheduling & time management, budgeting, project pitching, script breakdowns, assembling crew positions, creating the professional brand, distribution options and financing.

FLM 235

Sound for Film


The Sound for Film Course explores the theory and operation of field audio for film and video productions. Students utilize field recorders and mixers in various locations in order to gain expertise in the craft of sound. This course examines the fundamentals of sound, microphones, location and soundstage recording, sound equipment and operation, and various recording techniques.

The Behavioral Science Course introduces students to the complexities of self-awareness, self-directed learning, and effective interpersonal interactions. Students will learn to recognize the challenges that individuals face in a world that is technologically evolving at a rapid pace. They will become equipped with new ways to address their personal motivations, and will work to improve their learning strategies and methods of interacting within the Full Sail community. Students will also enhance their ability to analyze and evaluate information.

Business Applications and Mathematical Models Total credit hours Course length 4.00 4 weeks

ENC 1101

English Composition I*
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.

Total credit hours Course length

4.00 4 weeks

SPC 1606

CGS 1000

Public Speaking
The Public Speaking Course is designed to train students in understanding and implementing oral communication skills. Learning is centered on student participation in a variety of speaking/listening situations, which are designed to increase the understanding of the interpersonal nature of all speech communication. Students study and participate in the creation and delivery of at least three types of speeches. Target audience identification, surveys, body language, effective speaking techniques, and pre-speech planning are investigated and used to create speeches.

Computer Science and Internet*


The Computer Science and Internet Course introduces students to the basics of computer operating systems and software, web 2.0 tools, and multimedia applications as they relate to everyday experiences of the computer user. Students will initiate online collaboration as well as utilize the tools to successfully navigate common issues associated with online collaboration. Additionally, students will evaluate and demonstrate knowledge of specific software applications and technologies used in todays society.

Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness Total credit hours Course length 4.00 4 weeks

Course Outline
The Role of the Producer Phases of Production & Pipeline Production Value Alternative Productions Music Video and Production Episodic & Reality Production Branding Commercial & Client Production Film Production Analysis Total credit hours Course length 5.00 4 weeks

Course Outline
Self-Awareness Self-Regulation Motivation Empathy Social Skills Total credit hours Course length 4.00 4 weeks

Course Outline
Fundamentals of Sound Microphones Location and Soundstage Recording Sound Equipment, Operation, and Crew Positions Recording Techniques Total credit hours Course length 3.50 4 weeks

Course Outline
Impromptu Speeches Researching for Speech Manuscripts Creation and Delivery of Persuasive Speeches Creation and Delivery of Expository and Demonstrative Speeches

Course Outline
Multimedia Presentations Operating Systems and Technologies Web 2.0 Tools Student Audio/Video Projects Total credit hours Course length 4.00 4 weeks

Speech Outlines Audience Surveys Evaluation of Speaking Effectiveness

* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.

Total credit hours Course length

4.00 4 weeks

This specific course uses the Florida Statewide Course Numbering System (SCNS).

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Areas of Focus
Art Creation

Game
Bachelor of Science Degree Program

Collaborative Development Demo Reel Modeling Integration

Art

Game visuals have come a long way since the monotone pixels of Pong and Space Invaders . Looking at the video games of today, its obvious that each successive generation of hardware has opened the doors for more realistic gaming experiences. And with technology continually expanding the storytelling possibilities of the medium, the gaming industry now demands a specic kind of digital artist to dene the limits of whats capable on screen.

By focusing our training on the specic needs of the gaming industry, Full Sails Game Art Bachelor of Science Degree Program is designed to open the gaming world to you, helping you develop the skills to become part of a specialized group of artists. These artists help to create the next generation of video games, innovating in visuals as well as in gameplay, and helping to shape the future of one of the worlds fastest-growing forms of entertainment.

Graduates of this degree may apply to continue their education with the:

Game Design

Master of Science Degree Program

Media Design

CAMPUS PROGRAM

ONLINE PROGRAM

128

Master of Fine Arts Degree Program FU L L S A I L U N I V E R SITY


* IF YOURE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR ADMISSIONS DEPARTMENT TO EXPLORE YOUR OPTIONS.

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Areas of Focus

objects CHARACTERS

landscapes

LIGHTING
SHADI NG
Art Creation
After grasping the basics of computer art, its time to add the visual depth that denes great animation. Youll learn how to use lighting, shading, and texturing to breathe realistic qualities into your characters and how to combine those elements to create industry-ready, real-time graphics. Building on the essentials youve already learned, youll apply those skills on projects that will see you creating objects, characters, and landscapes for expansive and imaginative 3D game worlds.

texturing

VISUAL

depth

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Areas of Focus

Collaborative Development
After mastering the world of game art creation youll work together with students from Full Sails Game Development Degree Program to design and produce an original game project from start to nish. This collaborative environment will help you learn to deliver content on a deadline as well as how to work within guidelines set by a real-world production team. Youll storyboard and script with a team of programmers, and work with them to dene the visual qualities and requirements for the game. Then youll go to work using the skills and techniques learned throughout the program to develop the graphics and environments for a fully playable game. In addition to learning industry workow and how to operate in a team setting, this integrated project setting will allow you to see your graphics as part of a nal product and test how they hold up in a practical application. All of these factors give you the advantage of coming out of school as an artist who has already worked on a fully functional game.

team
Demo Reel

BUILDING

By the end of the Game Art program you will have amassed a wealth of content that shows an employer the comprehensive skills and artistic techniques youve mastered. During your nal months, youll collect all of these assets and put them together for your personal demo reel. In a dedicated Demo Reel Creation course, your instructors will re-evaluate what youve created throughout your classes, and help you gear your portfolio to the area of the industry youre most interested in pursuing. The reel will show off your artistic strengths and technical prociency in such areas as character modeling, animation, texturing, and special effects, offering a well-rounded demonstration of your talents to help launch your career.

STORYBOARD SCRIPTING

TEXTURING

special E FFE C T S
133

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Areas of Focus

3D

ANIMA ANIMATION
concepts

modeling

artistic
F UNDAM ENTAL S

STRATEGIES STRA TEGIES

Integration Modeling
Game content follows fundamental artistic guidelines even when youre working within the expanse of 3D digital graphics. The modeling foundations covered in the Game Art program will help you draw a parallel between traditional art and modeling techniques and todays leading digital art software the way characters, objects, and environments look and act in real life, and how you can capture that same realism when recreating them in the digital world. To further introduce you to the world of game graphics, the program also emphasizes the core 3D animation concepts that are essential to the industry. As you explore the latest game platforms, youll learn the strategies of professional modelers and discover how to create great looking content and optimize it to the standards of todays hardware. Its one thing to build a model and make it move, its something else to make it look real (or unreal, if that is what you are shooting for). The next phase is to take your 3D creations to the next level of realism by integrating them into live action footage. You will take all of your previous skills in 3D and use them in concert with tracking and compositing packages such as Syntheyes and Nuke to create a seamlessly integrated scene that puts your 3D work into a live action environment that has been lmed with moving cameras. You will polish the nal scene with Apple Color and Final Cut Pro to seamlessly create the illusion of reality.

O PTI M I Z AT I ON

CONTENT

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Overview
Full Sails Game Art Bachelors Degree Program is designed to develop artists well-versed in 3D asset creation for game development. With a focus on 3D content for consoles and computers, youll work your way through project-based classes that follow a clear progression from the basics of digital art creation up through the latest trends and tools. Along the way classes like Character Animation, Game Production, Production Modeling, Level Design, and Shading and Effects will help you gain the skills necessary to move and improve content through the production pipeline. Each of these specialized classes is based around the same workow processes found at professional gaming studios including such core concepts as animation, character modeling, lighting and shading, and texturing. Supporting these industry-specic foundations are classes focusing on the ne art aspects of game content development as well as courses focusing on computer business applications, personal nance management, communication skills, and how to prepare yourself for that rst step into the gaming industry. To help you make that transition, weve also got a team of Career Development professionals that can help you polish your interviewing skills and rsum and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.

Objective
Our goal is to provide you with the focused knowledge and understanding of 3D computer environmental modeling, game textures, and character animation needed to qualify for entry-level positions in the game industry as game artists, scene builders, character designers, technical directors, motion animators, and animators. Besides the programs strong 3D computer graphics focus, you will build other skills in peripheral media and digital courses that will enhance your opportunities in related elds. In addition to technical prociency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.

GAME ART

OVERVIEW & OBJECTIVE

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Game Art
PROGRAM CORE
Code CGA 221 CGA 121 CGG 442 CGA 251 CGA 233 CGA 342 CGA 441 CGA 241 CGA 131 CGA 101 CGA 102 CGG 333 CGG 391 CGG 401 CGG 450 GDD 481 CGG 385 CGG 365 CGG 452 CGA 112 DIG 1301 CGA 371 CGA 482 Course

Course Descriptions
Program Core
CGA 221 Credit Hours 4.00 4.00 3.00 4.00 7.00 4.00 7.00 4.00 3.00 3.00 3.00 4.00 4.00 4.00 4.00 3.00 7.00 4.00 4.00 4.00 4.00 3.00 4.00
* These specific courses are offered online. Please see course description for details.

Bachelor of Science Degree Program

CGG 442

CGA 233

CGA 441

2D Animation
CGA 352 CGA 271 GRA 1161 CGG 432 Totals: Production Modeling Rigging Basics Shading and Lighting Texture Painting and Sculpting 4.00 3.00 4.00 3.00 109.00 The 2D Animation Course develops students appreciation of the technique and craft involved in hand-drawn 2D animation, and promotes the understanding and successful application of the fundamental principles of traditional animation. Using pencil and paper to explore this art form, students are physically responsible for controlling and manipulating a subjects volume, weight, proportion, acting, and movement, thus gaining a more thorough understanding of the animation process. This foundation of traditional animation broadens students skills as computer animators and enhances their creative ability.

Advanced Game Characters


The Advanced Game Characters Course concentrates on the creation of a gaming character from top to bottom. Students create character mesh, textures, and normal maps while keeping within the limitations of a standard game pipeline. The course helps students to understand the constraints of geometry and textures in a game engine.

Character Animation
The Character Animation Course continues to strengthen students animation skills by exploring methods for creating movement that is not only entertaining and appealing, but also depicts actions that are driven by the characters emotions and personality. In this course, students analyze methods for creating acting choices that are unique and interesting. Through group discussion and analysis, students are introduced to the importance of evaluating their own work as well as the work of their peers. This enables each student to critique animated work with the intent of implementing what has been learned into future animations.

Character Rigging
The Character Rigging Course complements the Character Design and Creation course by training students to add skeletal controls to their character models. Students learn the techniques involved in developing character rigs and skeletal structures used in character animation. The ultimate goal of character rigging is to prepare a modeled character for motion without the animator needing to know the technical details of the characters setup.

2D Animation 3D Foundations Advanced Game Characters Art Creation for Games Character Animation Character Design and Creation Character Rigging Compositing Fundamentals Fundamentals of Animation Fundamentals of Art I Fundamentals of Art II Game Animation Game Portfolio I Game Portfolio II Game Portfolio III Game PreProduction Game Project Development Game Technologies Level Assembly & Lighting Methods of Design Model Creation Motion Capture Portfolio Assembly

Course Outline
Character Concept and Preproduction Character Creation Texture Painting High Polygon Sculpting Normal Map Generation Limits and Resource Management Total credit hours Course length 3.00 4 weeks

GENERAL EDUCATION
Code ART 2006 MGF 1213 ENC 1101 PPE 2110 PHY 1000 MTG 1205 SPC 2140 SPC 1606 Totals: Course Art History College Mathematics English Composition I* Ethics and Psychology Fundamentals of Physics Geometry and Measurement Interpersonal Communications* Public Speaking Credit Hours 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 32.00

Course Outline
Biped Skeleton Rig Design Inverse Kinematics Control Muscle and Skin Deformation Mathematical Expressions Set Driven Key Controls MEL Scripted Controls Alternative Skeleton Set Up Techniques Total credit hours Course length 7.00 4 weeks

Course Outline
Animation Fundamentals Principles of Animation Timing Charts Character Animation Advanced Character Principles Clean Up Character Personality Total credit hours Course length 4.00 4 weeks

Course Outline
Animation Fundamentals to Complex Movement Scene Composition and Staging Entertainment Analysis Acting Theory, Development, and Techniques Group Participation and Critique Total credit hours Course length 7.00 4 weeks

CGA 251

Art Creation for Games


The Art Creation for Games Course provides students with a strong knowledge of the way real time 3D content is modeled and textured. Students develop game models of simple and complex props, foliage, and various game environments. In addition to modeling, students paint color, generate normal maps, and specular maps for created geometry. Special attention will be paid to the creation of clean and optimized models for use in games.

TOTAL CREDIT HOURS: TOTAL WEEKS:

141 84

CGA 241

CGA 121

CGA 342

Compositing Fundamentals
The Compositing Fundamentals Course introduces students to beginning and intermediate compositing and integration techniques commonly utilized by film and video professionals. The course focuses on the seamless integration of computer-generated elements with real-world, live-action video footage. Students learn how to accurately reconstruct and composite computer generated elements to properly match a high definition film or video source while working in a nodebased compositing environment.

3D Foundations
The 3D Foundations Course familiarizes students with the fundamentals of creating 2D and 3D computer graphics using Autodesk Maya and Adobe Photoshop. Students learn the interface and controls of both programs as they learn basic animation skills that prepare them for the more advanced courses later in the Game Art Bachelor of Science Degree Program.

These specific courses use the Florida Statewide Course Numbering System (SCNS).

Character Design and Creation


The Character Design and Creation Course builds upon the skills learned in the Model Creation and Shading and Lighting courses by applying knowledge to 3D characters. Students begin with preproduction of a character, developing concept art and character sheets. Students complete a fully textured organic 3D model for possible use in film or high-resolution game technology.

Chronological Schedule by Months


1 2 3 4 5 6 7

Course Outline
Preproduction and Concept Modeling Techniques Reduction Techniques Effective UV Mapping Normal Map Generation Texture Painting in Photoshop Total credit hours Course length 4.00 4 weeks

ENGLISH COMPOSITION I ART HISTORY


8

3D FOUNDATIONS FUNDAMENTALS OF ART I


9

MODEL CREATION FUNDAMENTALS OF ART II


10

SHADING & LIGHTING COLLEGE MATHEMATICS


11

METHODS OF DESIGN ETHICS & PSYCHOLOGY


12

CHARACTER DESIGN & CREATION GEOMETRY & MEASUREMENT


13

2D ANIMATION FUNDAMENTALS OF PHYSICS


14

Course Outline
Introduction to Operating Systems Introduction to Digital Imagery Photoshop Interface and Tools Digital Concept Art Introduction to the Maya Interface Working in the 3D World

Course Outline
Character Design NURBS Modeling Sub Division Surface Modeling Surface Flow and Anatomy Painting Character Textures Generating Textures for Characters Character Rendering Total credit hours Course length 4.00 4 weeks

Course Outline
Matte Creation Techniques Photoshop Fundamentals 3D Card Systems and Camera Mapping Lighting and Rendering Node-based Compositing Total credit hours Course length 4.00 4 weeks

COMPOSITING FUNDAMENTALS FUNDAMENTALS OF ANIMATION


15

PRODUCTION MODELING RIGGING BASICS


16

CHARACTER RIGGING

CHARACTER ANIMATION

ART CREATION FOR GAMES MOTION CAPTURE


19

GAME ANIMATION TEXTURE PAINTING & SCULPTING


20

LEVEL ASSEMBLY & LIGHTING INTERPERSONAL COMMUNICATIONS


21

17

18

Geometry and Surface Types Working with Objects and Components

ADVANCED GAME CHARACTERS GAME TECHNOLOGIES

PUBLIC SPEAKING GAME PREPRODUCTION

GAME PROJECT DEVELOPMENT

GAME PORTFOLIO I

GAME PORTFOLIO II

GAME PORTFOLIO III

PORTFOLIO ASSEMBLY

Total credit hours Course length

4.00 4 weeks

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Course Descriptions
Program Core
CGA 131 CGA 102 CGG 391 CGG 450 CGG 385 CGG 452 DIG 1301 CGA 482

Fundamentals of Animation
The Fundamentals of Animation Course provides students with the animation tools required to create, manipulate, and refine any computer-animated sequence. Building on the traditional animation fundamentals of motion and timing, the course teaches students computer animation techniques and applies them to the process of animating modeled projects. The course focuses on positional animation and control with the use of keyframing, timing curves, dope sheets, and dependency graphs, as well as the tools to manipulate them.

Fundamentals of Art II
The Fundamentals of Art II Course further prepares students for the virtual world by having them observe, touch, and create in the real world. This course continues instruction in beginning life drawing, plant and animal study, character development and sculpture. This course suggests that real-world observation and touch is invaluable in the planning of 3D computer generated people, places and things.

Game Portfolio I
The Game Portfolio I Course allows students to use the tools, techniques, and artistic skill developed through the Game Art foundation courses and apply it to the creation of portfolio and Game Project assets. Students will create assets in a production environment with a team of artists, programmers and producers to produce a computer game. They will also be tasked with creating portfolio quality material in order to demonstrate their competency and ability as 3D game artists.

Game Portfolio III


The Game Portfolio III Course allows students to use the tools, techniques, and artistic skill developed through the Game Art foundation courses and apply it to the creation of portfolio and Game Project assets. Students will create assets in a production environment with a team of artists, programmers and producers to produce a computer game. They will also be tasked with creating portfolio quality material in order to demonstrate their competency and ability as 3D game artists.

Game Project Development


The Game Production Course continues to expand students knowledge, utilizing tools and concepts learned in the completion of a game production. The course builds on all the Game Art foundation courses that precede it, and parallels industry production workflow while concentrating on the aspects of character and environment creation, texture and lighting effects.

Level Assembly and Lighting


The Level Assembly and Lighting Course continues to expand students understanding of game requirements with a focus on constructing a playable level. Students design, build, texture, light, and add effects for a level. Successful completion of this course provides students with the necessary knowledge to develop content for game environments.

Model Creation
The Model Creation Course explores the beginning of the computer animation process by creating hard-surface models from concept art to final computer-generated imagery. During an in-depth exploration of the NURBS modeling tool set, comparisons of the relative differences between polygon, NURBS, and subdivision surface definitions are made. Students will develop techniques and strategies for creation of efficient virtual surfaces.

Portfolio Assembly
The Portfolio Assembly Course provides students with the time to develop a demo reel commonly expected during interviews. During this time, students take the content developed throughout their degree program and assemble it into a presentable package. Prior to the creation of the demo reel, a students content is reviewed in an effort to help the student determine the best material for showcasing his or her talent.

Course Outline
Life Drawing Animal and Environment Observation Character Development Sculpting Total credit hours Course length 3.00 4 weeks

Course Outline
Production Modeling Techniques Character Pipeline Environment Strategies Advanced Texture Creation Asset Management

Course Outline
Level Design Concepts Playability and Usability Space Planning Environmental Modeling Material Creation Player Interactions 4.00 4 weeks Total credit hours Course length 4.00 4 weeks

Course Outline
Project Management Portfolio Asset Creation Game Project Asset Creation Game Production Total credit hours Course length 4.00 4 weeks

Course Outline
Project Management Portfolio Asset Creation Game Project Asset Creation Game Production Total credit hours Course length 4.00 4 weeks

Course Outline
Surface Creation Methods Building Strategies 3D Modeling Basics Curves and Surfaces Surface Continuity Trimming and Blending Modeling Optimization Total credit hours Course length 4.00 4 weeks

Course Outline
Content Review and Assembly Audio Assembly Demo Reel Output Demo Reel Review Package Presentation Development Total credit hours Course length 4.00 4 weeks

Course Outline
Keyframe Animation Motion Timing and Analysis Dope Sheet and Action Graphs Hierarchical Animation Camera and Light Positional Animation Animation Rendering Total credit hours Course length 3.00 4 weeks

Concept Integration Total credit hours Course length

CGG 333

Game Animation
The Game Animation Course provides students with their first opportunity to produce animated sequences and cycles for game play. Students develop an overall understanding of animation as it applies to the game industry with a focus on game engine constraints and requirements. Students in this course pay special attention to character anatomy, rigging constraints, and reusability within all aspects of a game.

CGG 401

GDD 481

Game Portfolio II
The Game Portfolio II Course allows students to use the tools, techniques, and artistic skill developed through the Game Art foundation courses and apply it to the creation of portfolio and Game Project assets. Students will create assets in a production environment with a team of artists, programmers and producers to produce a computer game. They will also be tasked with creating portfolio quality material in order to demonstrate their competency and ability as 3D game artists.

Game Preproduction
In the Game Preproduction Course, students plan the genre and scope of their game project, including designing the gameplay, and determining technological issues. Students decide what features the game will have and exactly how they will be accomplished before assigning individual tasks and beginning production.

CGG 365

CGA 112

CGA 352

Game Technologies
The Game Technologies Course provides students with an understanding of building game assets for use in Mobile game development. Students develop models, textures, animations and effects with a focus of working within the limitations of mobile hardware. The course will focus on developing high quality game assets while using minimal resources as well as learning to solve technical problems through inventive game art techniques.

Methods of Design
The Methods of Design Course focuses on the extensive and complex ideas and implications of basic design to help students understand that design is deliberate, allowing them to intellectually connect artistic intention and compositional conclusion. In this course, students plan, organize, and control hands-on projects using various media. They also use gained knowledge to design environments and simple characters throughout the course.

Production Modeling
CGA 371

CGA 101

Motion Capture
The Motion Capture Course teaches students techniques to digitize motion, clean up and editing, and develop an understanding of simulated motion. Students will gain an understanding of motion capture set up and shooting, data tracking, skeleton retargeting, as well as animation correction and enhancement. Students will have deeper understanding of film and game motion capture pipelines.

Fundamentals of Art I
The Fundamentals of Art I Course prepares students for the virtual world by having them step away from the computer and observe, touch, and create in the real world. These courses suggest that real-world observation and touch is invaluable in the planning of 3D computer graphics.

Course Outline
Character Anatomy Rigging Application of Animation Motion Analysis Timing Development Reusability and Blending Total credit hours Course length 4.00 4 weeks

Course Outline
Team Building Skills Planning Methodology Risk Assessment Skills Production Schedule Creation Total credit hours Course length 3.00 4 weeks

The Production Modeling Course develops students understanding of model development as it applies to the animation production industry. The course builds on all the computer animation foundation courses that precede it, and parallels industry production workflow to develop portfolio models for presentation. Students explore a variety of topics including developing surface flow, anatomical models, and production modeling techniques.

Course Outline
Project Management Portfolio Asset Creation Game Project Asset Creation Game Production Total credit hours Course length 4.00 4 weeks

Course Outline
Hardware Constraints Geometry Development Texturing techniques Animation techniques Geometry and Texture based effects Total credit hours Course length 4.00 4 weeks

Course Outline
Critical Thinking Elements and Principles of 3D Aspects and Elements of Time Narrative and Non-narrative Architecture and Scenery Character Design and Development Total credit hours Course length 4.00 4 weeks

Course Outline
Advanced Modeling Techniques Production Modeling Geometry Parameterization Anatomical Modeling Surface Flow Total credit hours Course length 4.00 4 weeks

Course Outline
Object Observation Textures and Lighting Color Theory Composition and Space Total credit hours Course length 3.00 4 weeks

Course Outline
Motion Data Shoot Data Tracking Skeleton Retargeting Application and Simulation Total credit hours Course length 3.00 4 weeks

This specific course uses the Florida Statewide Course Numbering System (SCNS).

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Course Descriptions
Program Core
CGA 271 CGG 432

General Education
ART 2006

Rigging Basics
The Rigging Basics Course develops the students ability to write scripts to improve the interaction between the animator and the software user interface. In this course, students learn how to create custom UI elements, understand programming structures, create functional script files, and have a stronger ability to troubleshoot.

Texture Painting and Sculpting


The Texture Painting and Sculpting Course teaches students advanced techniques in shader and texture creation and animated visual effects for games. The course focuses on ensuring that the textures and effects are reusable and efficient as they share resources with all aspects of the game.

Art History*
The Art History Course introduces students to selected, impactful monuments of art and architecture in the Western tradition from the prehistoric to post-modernism era studied in relation to the intellectual background of the ages and civilizations that produced them. Lectures accompanied by various visual mediums inspire discussions of assigned readings in philosophical, religious, scientific, political, literary, artistic, and cultural contexts.

ENC 1101

PHY 1000

MTG 1205

SPC 2140

English Composition I*
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.

Fundamentals of Physics
The Fundamentals of Physics Course teaches students how to understand the world through physics. Real-world phenomena such as light, mechanics, motion, collisions, and magnetism are introduced. Emphasis is placed on how problems, in describing nature, are approached in terms of physical theories and mathematical formulae.

Geometry and Measurement


The Geometry and Measurement Course teaches students a wide spectrum of geometric concepts that are designed to build upon the math learned in earlier coursework. The curriculum will emphasize Euclidean geometry and its relationship to logic, trigonometry and coordinate geometry. The measurements, constructions, graphs, and problems involve angles, triangles, polygons, areas and volumes. Geometry and trigonometric skills are developed exploring problem solving through the logic calculations.

Interpersonal Communications*
The Interpersonal Communication Course examines the nature of the communication process, variables affecting the process, and the individuals involved. Additionally, this course includes individual analysis of behavior processes that may impede and/or enhance communication processes. Topics include perception, nonverbal behavior, persuasive communication, identity management, intercultural communication and computer mediated communication. This course also enhances students ability to analyze and evaluate information.

Course Outline
Syntax Basics Customizing the Interface Custom Script Files Troubleshooting Techniques Total credit hours Course length 3.00 4 weeks

Course Outline
Texture Creation for Games Hardware Shaders Normal Mapping Real Time Effects Total credit hours Course length 3.00 4 weeks

Course Outline
Ancient Art Medieval and Renaissance Art Modern Art Post-modern Art Total credit hours Course length MGF 1213 4.00 4 weeks

Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness Total credit hours Course length 4.00 4 weeks

Course Outline
Kinematics Motion Energy and Mechanics Electricity and Magnetism Electromagnetic Spectrum Survey of Light Physical Theories and Formulae Total credit hours Course length 4.00 4 weeks

Course Outline
A Brief History of Geometry Inductive and Deductive Reasoning Foundations of Geometry Triangles Parallel Lines and Polygons Quadrilaterals Similar Triangles and the Pythagorean Theorem Circles Areas of Polygons and Circles Solid Geometry Analytic Geometry Trigonometry Polar Coordinate System Total credit hours Course length 4.00 4 weeks

Course Outline
Assessment and Evaluation Research and Planning Writing Rsums and Other Documents Networking and Interviewing Total credit hours Course length 4.00 4 weeks

GRA 1161

Shading and Lighting


The Shading and Lighting Course investigates the mood and lighting, look and feel, shadows and shading, reflections and atmospheres that bring scenes and models to life. During this second of three 3D fundamental courses, students develop an eye for texturing and lighting modeled objects and scenes that parallel the real world. This course builds on the concepts established in the previous courses, including surface lighting and shadow observations and techniques.

College Mathematics

The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. First-time algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.

PPE 2110

Ethics and Psychology


This Ethics and Psychology Course is designed to give students an opportunity to discover the many facets of their psychological identity. Students will focus on how a personal values system is developed, and how it serves as the foundation for the decisions an individual will make in his or her lifetime. Students will also explore human interaction and behavioral styles, as well as how to develop positive, productive relationships. Additionally, students will examine the psychological issues individuals deal with in their daily lives, such as stress, gender inclusion, and how to process information.

SPC 1606

Public Speaking
The Public Speaking Course is designed to train students in understanding and implementing oral communication skills. Learning is centered on student participation in a variety of speaking/listening situations, which are designed to increase the understanding of the interpersonal nature of all speech communication. Students study and participate in the creation and delivery of at least three types of speeches. Target-audience identification, surveys, body language, effective speaking techniques, and pre-speech planning are investigated and used to create speeches.

Course Outline
Review of Basic Arithmetic Operations with the Real Number System Measurement and Number Systems Exponents & Radical Expressions Linear Equations & Inequalities Graphing Proportions, Formulas, and Word Problems Introductory Statistics and Probability Business Applications and Mathematical Models Total credit hours Course length 4.00 4 weeks

Course Outline
Textures and Shaders Image Manipulation Reflection and Refraction Lighting Strategies Highlights and Shadows Rendering and Raytracing Optimization Total credit hours Course length 4.00 4 weeks

Course Outline
Values and Moral Reasoning Ethics and Ethical Dilemmas MBTI and Personality Archetypes Johari Window Communication Model Existential-Humanistic theories and Free Will Cognitive Psychology and Personal Beliefs Systems Gender Issues in Entertainment Media and Marketing Final Group Presentations Total credit hours Course length 4.00 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.

Course Outline
Impromptu Speeches Researching for Speech Manuscripts Creation and Delivery of Persuasive and Demonstrative Speeches Speech Outlines Audience Surveys and Evaluation Total credit hours Course length 4.00 4 weeks

This specific course uses the Florida Statewide Course Numbering System (SCNS).

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Areas of Focus
Team Leadership Project Management Design Game Capstone Project

Game Design
Master of Science Degree Program
Video games arent just great entertainment, theyre one of the most dynamic areas of the entertainment world, with successful games generating revenue that rivals some of the biggest lm and album releases. It takes the right kind of leaders to help manage the titles that innovate and inspire gamers, and keep the industry growing both creatively and nancially. Todays top game development houses thrive on the leadership of a great production staff to oversee their multi-million dollar titles, and Full Sails Game Design Master of Science Degree Program will help you become one of these creative decision makers. With curriculum based on the processes used at the most respected studios in the world, this Masters program is designed to prepare you to meet the design, leadership, and management needs of this creative industry.

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Areas of Focus

Team Leadership
Game development is an intensely collaborative process with designers, artists, animators, programmers, and audio specialists working together to produce high-quality assets based around a unied vision. As a game producer, being able to understand these different roles and help them work together efciently is the key to developing a creative and successful production environment. The Game Design Masters program puts you in a leadership role, as you learn to coordinate a large, diverse team and help them operate as an integrated unit. Dedicated classes help you develop strong leadership skills, teaching you to streamline a development process that supports the needs of both your team and the studio. The end result is a leadership approach thats both inspirational and productive.

Project Management
Video games are one of the most complex art forms in entertainment, bringing audio, visual, and tactile elements together in one interactive package. With so many different assets being created across multiple departments, effective organization and administration is essential to keeping a game on schedule and under budget. This Masters program covers the entire scope of a development cycle. After taking core classes in Asset Management, Production Methodologies, and Quality Assurance youll collaborate with artists and programmers and work with that team throughout production to delegate tasks, problem-solve, and hit milestones. Youll also learn the best practices of industry-standard project management, scheduling, and bug-tracking software that will keep your game on schedule while maintaining the quality of the product.

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Design
The classic games you grew up with started as just simple concepts ideas that were later brought to life by a dedicated team of designers, artists, and producers. Supporting innovative new concepts is one of the responsibilities of a producer at a game studio, and to produce successful products, youll need to understand the precise balance of story and gameplay that makes for a well-designed game. The curriculum in this specialized masters program teaches aspiring game producers the key elements of great design, and how to implement standards that best serve the needs of a project. Youll examine the foundations of design, and analyze the usability merits and aws inherent to the elements of a project. Ultimately, youll learn the craft of bringing all of the components of a game together resulting in a nely tuned experience.

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Game Capstone Project


The program culminates with the Game Capstone Project. Youll be joining a game production team as a leader, coordinating a group of artists and programmers as they design and code the graphics, gameplay, and audio for a fully playable game. This real-world studio scenario will require you to draw on every element of your design and production education as you guide and support the team through every stage of production. Youll develop game documents to guide the project, create a project plan, organize and gather assets, coordinate integration between departments, develop marketing strategies, and nally work to prepare the game for delivery.

STUDIO B
3 CONSOLES, 2 RECORDING BOOTHS

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Overview
The curriculum in the Game Design Master of Science Degree Program is comprised of high-level game design and production courses that take you deep into the game development pipeline. Youll expand and advance your project and design skills through hands-on exercises in leadership, team management, game design, and marketing while you learn the skills youll need to advance your career in the game production industry. During the course of the program, you will be responsible for completing a design document, an academic capstone project, and a presentation. The Capstone Project is designed to help you develop the project management skills and team management skills youll need to succeed in the game development eld. In this project you will be paired with a group of undergraduate programmers and game artists to plan the genre and scope of a fully playable game. You will be acting as a Producer on this project, helping guide the team through the gameplay design, determining technological issues, as well as managing assets and the production timeline. This well-rounded education will help to hone your leadership, design, and project management skills in preparation for entering or advancing through the game industry. To help you make that transition, weve got a team of Career Development Professionals that will help you polish your interviewing skills and rsum and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.

Objective
Our goal is to provide you with the focused knowledge and understanding of game development necessary to be successful in qualifying for entrylevel design and production positions. Completion of this degree program will greatly enhance your ability to work in the fast-paced environment of a game studio in an entry-level production role. The curriculum in this program develops your executive leadership skills, project and team management abilities, and teaches the production methodologies, as well as the marketing and media relations concepts used by major game studios. In addition to technical prociency, a Full Sail education is designed to foster the development of highly trained individuals who want to develop careers in the game and entertainment industries. The training you receive in this program will provide you with the tools to help sustain a long and productive career in the game and entertainment industries.

GAME DESIGN

OVERVIEW & OBJECTIVE

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PROGRAM CORE
Code GDM 560 GDM 611 GDM 620 GDM 631 GDM 650 GDM 530 GDM 525 GDM 640 GDM 510 GDM 521 GDM 610 GDM 630 GDM 555 GDM 651 GDM 531 GDM 690 Totals: Course

Course Descriptions
Program Core
GDM 560 Credit Hours 4.00 1.00 4.00 1.00 4.00 4.00 4.00 3.00 4.00 4.00 3.00 4.00 4.00 1.00 1.00 3.00 49.00 GDM 620 GDM 631 GDM 650

Master of Science Degree Program

Asset Management
Game Projects typically have thousands of assets that are created for each and every game. These can easily overwhelm most managers and cause problems in the game schedule. In this course students learn how to plan and organize their game assets from day one. This covers how to store assets, how to plan them in their schedule, and how to get them from one place to another, such as from the artist to the game itself. Students will also learn how to plan the localization of their games and assets for different regions.

Asset Management Game Capstone: Project I Game Capstone: Project Preproduction Game Capstone: Project Production I Game Capstone: Project Production II Game Production Tools Leadership and Team Dynamics Marketing and Media Relations Production Leadership Production Management Principles Production Methodologies Quality Assurance Research Design Thesis Defense Thesis Review Thesis: Presentation of Game Capstone

Game Capstone: Project Preproduction


In the Game Capstone: Project Preproduction Course, students are paired with an undergraduate Game Project group to plan the genre and scope of their game project, including designing the gameplay, and determining technological issues. Students decide what kind of features the game will have and exactly how they will be accomplished before assigning individual tasks and beginning production.

Game Capstone Project Production I


This course has been created to address scheduling needs for students who have failed back in Final Project, and will be restarting month eight (but have already taken Production Methodologies and Marketing and Media Relations, and passed). This means that, as in Game Capstone Project Production 2, graduate students in Game Capstone Project Production 1 will be serving as internal producers for a team of bachelors students tasked with creating a game in five months. This work includes the creation of a game engine and art assets. During the independent study component of the course, a faculty team evaluates the teams progress.

Game Capstone: Project Production II


In the Game Capstone: Project Production II Course, the final project serves as the culmination of skills developed during the Game Design Program, demonstrating the students discipline and mastery of computer game design and development. Students are placed into groups and given the task of writing a computer game. For the graduate student this will be their opportunity to act as Producer for the project. During the independent study component of the course, a faculty team evaluates the completeness of each teams plan and progress.

Course Outline
Asset Lists and Planning Storyboard and Concept Art Asset Workflow Theme Development Acceptance Requirements Localization Multiple SKUs Total credit hours Course length 4.00 4 weeks

Course Outline
Team Pitches Team Coordination Resource Allocation Asset Requirements Game Design Interface Design Total credit hours Course length 4.00 4 weeks

Course Outline
Task Tracking Milestone Acceptance Asset Tracking Defect Tracking Team Management Project Integration Presentation Preparation Total credit hours Course length 4.00 4 weeks

Course Outline
Task Tracking Milestone Acceptance Asset Tracking Defect Tracking Team Management Project Integration Presentation Preparation

TOTAL CREDIT HOURS: TOTAL WEEKS:

49 48

GDM 611

Game Capstone Project I


This course has been created to address scheduling needs for students who have failed back in Final Project, and will be restarting month eight (but have already taken Production Methodologies and passed). This means that graduate students in Game Capstone Project 1 will be serving as internal producers for a team of bachelors students tasked with creating a game in five months. This work includes the initial and revised designs of the game, as well as garnering approval for that design through a pitch process. During the independent study component of the course, a faculty team evaluates the teams progress.

Total credit hours Course length

1.00 4 weeks

Chronological Schedule by Months


1 2 3 4 5 6

PRODUCTION LEADERSHIP

RESEARCH DESIGN

QUALITY ASSURANCE

PRODUCTION MANAGEMENT PRINCIPLES

LEADERSHIP & TEAM DYNAMICS

ASSET MANAGEMENT

10

11

12

Course Outline
Game Design Team Pitches Team Coordination

GAME PRODUCTION TOOLS THESIS REVIEW

PRODUCTION METHODOLOGIES

GAME CAPSTONE: PROJECT I

GAME CAPSTONE: PROJECT PREPRODUCTION

MARKETING & MEDIA RELATIONS

GAME CAPSTONE: PROJECT PRODUCTION I

GAME CAPSTONE: PROJECT PRODUCTION II

THESIS: PRESENTATION OF GAME CAPSTONE

THESIS DEFENSE

Total credit hours Course length

1.00 4 weeks

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Course Descriptions
Program Core
GDM 530 GDM 525 GDM 510 GDM 521 GDM 610 GDM 630 GDM 555 GDM 531

Game Production Tools


This course equips students with tools used in the processes of software production and project management. Students in this course learn about project management software that aids in the management, workflow, and documentation of projects, including Microsoft Project, Visio, asset management systems, defect tracking systems, and more.

Leadership and Team Dynamics


The Leadership and Team Dynamics Course is focused on the soft skills necessary to successfully operate as an effective leader, particularly as that applies to production roles in the game industry. Students in this course build upon theories of leadership, management, and teambuilding discussed throughout the program, combining those concepts with theories of personality analysis that will give students greater insight into themselves and those they will lead in the industry. Students also have the opportunity to take on the leadership mantle, allowing them to experience the practical application of these theoretical systems.

Production Leadership
The process of producing video games involves multiple highly technical team players and requires a specialized set of strategies for leading such a team. This course examines the theoretical basis for assessing team motivation and several effective approaches to influencing behavior and facilitating high performance for the individuals and the team as a whole. The students will be introduced to the scientific method and will develop critical thinking skills necessary for their thesis research and for the effective leadership of production teams.

Production Management Principles


The Production Management Principles Course introduces students to general project management (PM) theory and principles, and offers practical applications for project planning and team management. Students are immersed in the project management body of knowledge, and explore case studies and real-life analogies to complement their theoretical understanding. The course begins with an introduction to PM and its importance, and then teaches students the five process groups (initiating, planning, executing, monitoring, and controlling and closing a project). Students become familiar with various knowledge areas (e.g., scope, time, cost, quality, integration, etc.), and are introduced to the countless management skills necessary to be successful project managers and team leaders.

Production Methodologies
The Production Methodologies Course examines the many different ways that managers can schedule, plan, and execute their projects. Students learn project management methods and software development methods and explore how these led to the basis of production methodologies. They also examine the different approaches to planning and executing projects, as well as learning which ones are more suited to the software and manufacturing fields.

Quality Assurance
Quality Assurance is an integral component of the game design process. The successful delivery of a game is dependent on the verification and validation of an effective quality assurance system. Topics in this course include function prototypes, test sets (which include defect testing and acceptance testing), and structural prototyping. Students develop a continuous process improvement program for their capstone project. The bug testing cycle and accepted bug testing software are also introduced. This course provides students with the skills to design and implement a testing program from the beginning of the development cycle to the end.

Research Design
The Research Design Course is a blend of academic and applied science, targeting core design principles through scholarly research methods and applied usability techniques. The first part of this course will allow the student to understand the core principles of applied research (validity). The second part of this course will allow the student to understand the core principles of applied design (usability). A human design approach will allow students to test commercial products and video games. Students will move past surface level references to game design mechanics, endeavoring to explore complex game mechanic constructs such as reward systems, timing, skills, rules, immersion, mental models, knowledge structures, and more.

Thesis Review
The Thesis Review Course prepares students to defend their thesis project and addresses necessary revisions of their final thesis drafts related to content, writing style, and spelling/grammar issues.

Course Outline
Preparation for Thesis Defense Thesis Draft Revisions Total credit hours Course length 1.00 4 weeks

Course Outline
Microsoft Project Project Tracking Project Budgeting Tracking Resources Microsoft Visio Workflow Tracking Asset and Source Control Installers Wiki Creation Bug Tracking Tools Total credit hours Course length 4.00 4 weeks

Course Outline
Power and Influence Communication Worker Motivation Research Methods Leader Traits and Skills Leadership Styles Situational Leadership Leadership Research and Theories

Course Outline
Production History Production for Manufacturing Production for Software Development Basic Production Methodologies Risk Management Strategies Software Integration Strategies Project Scope Lean and Agile Development Procurement Human Resources Total credit hours Course length 3.00 4 weeks

Course Outline
Leadership and Personality Co-Leadership Theory & Techniques Communication Theory Group Dynamics Teambuilding Techniques Performance Metrics Total credit hours Course length 4.00 4 weeks

Course Outline
Bug Tracking Plan Defect Determination Tracking Software Configuration Prototyping Game Testing Bug Tracking and Allocation Total credit hours Course length 4.00 4 weeks

Course Outline
Advanced Research Methods Advanced Design Constructs Validity Game Usability Efficiency Game Feel Total credit hours Course length 4.00 4 weeks

GDM 690

Course Outline
Creating a Project Plan Understanding Project Planning Software Project Plan Development and Execution Project Management and Budget Management Entertainment Leadership Portfolio Total credit hours Course length 4.00 4 weeks 4.00 4 weeks

Thesis: Presentation of Game Capstone


Evaluation of each students successful completion of the course is based on the completed game, the game presentation, and their leadership.

Course Outline
Leadership Assessment Project Review Project Presentations Project Archival

Team Leadership Conflict Management Leading Diversity

GDM 640

Leadership Ethics Total credit hours Course length

Marketing and Media Relations


This course takes students through the marketing process, helping them to develop the skills required to help an organization deliver a concise and credible message. Topics of study include consumer research, advertising, product planning, distribution, public relations, and media relationships. The culmination of this course is the application of these topics to the capstone final project.

GDM 651

Thesis Defense
Thesis Defense an in practicum course tied to students final step in the thesis process: defending their topic, paper, and findings to their thesis committee. Students are expected to be the expert on their research, to be able to support the conclusions theyve drawn, and to be able to speak to the merits and limitations of the research theyre offering to the industry. The students committees must approve them for the possibility to defend, and that approval hinges upon the quality of the thesis paper submitted.

Final Milestone Acceptance Task Closure Portfolio Closure Interviews Total credit hours Course length 3.00 4 weeks

Course Outline
Marketing Overview Game Media Game and IP Branding Matching Game and Markets ESRB Ratings Community and Forum Relations Reviews and Rankings Total credit hours Course length 3.00 4 weeks

Course Outline
Thesis Draft Submission Thesis Draft Revision Committee Draft Approval Thesis Defense Meeting Total credit hours Course length 1.00 4 weeks

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Areas of Focus
Programming Languages Interactive Development Architectures Projects

Game Development
Bachelor of Science Degree Program
Video games have evolved into much more than just simple entertainment. It only takes one look at successful games today to see that the level of sophistication involved in game development is continually advancing. Improvements in hardware and software mean that game developers now have the freedom to use that technology to create gameplay that draws players into these digital worlds. Learning to build those worlds and experiences is the challenge facing game developers today, and its what our Game Development Bachelor of Science Degree Program is all about. By taking you through the theory and design principles of games, then focusing the curriculum on programming and implementation, the program is designed to take you through the entire game development process and prepare you for a challenging and rewarding career making games.
Graduates of this degree may apply to continue their education with the:

Game Design

Master of Science Degree Program

Entertainment Business

CAMPUS PROGRAM

ONLINE PROGRAM

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* IF YOURE INTERESTED IN ANOTHER EDUCATIONAL PROGRAM TRACK, PLEASE CONTACT OUR PROGRAM ADMISSIONS PROGRAM DEPARTMENT TO EXPLORE YOUR OPTIONS.
CAMPUS ONLINE CAMPUS ONLINE PROGRAM

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Areas of Focus

keyALGORITHMS
Programming Languages
Programming is the language of video games the specic commands that control the what, how, and when of the game. To develop a game, you need to know how to speak this language and understand how to program to get the most out of the hardware or software at your disposal. Full Sails Game Development program covers the standard building blocks of programming languages as well as advanced programming concepts like data structures and key algorithms. The primary language youll use is C++, but well also expose you to Assembly, C, C#, and scripting tools you can use to create convincing and interesting game worlds. Your programming courses will start you off with the basics of computer programming and then slowly build your skillset by asking you to create a variety of small programs to test your understanding of different coding concepts.

data

S T R UC T UR E S

Interactive Development
The Unreal engine, the Crytek engine, the Doom engine, and the development tools associated with them these are the software tools that power many of the best-selling games of recent years. The development of these specialized, proprietary game engines and tools has become an important component at gaming studios where programmers and artists use them to build their levels and assemble a game. In the Game Development program, our specic tools classes cover such key concepts as geometry loaders, particle editors, level editors, and A.I. editors. Being able to develop tools speci c to your game engine ultimately allows asset developers and level designers to save programming time and do their jobs more effectively which in turn makes for better games.
G A M E D EV ELO PM EN T

game ENGINES
PROPRIET PROPRIETARY

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Areas of Focus

preproduction
PROCESSES

hardware

software
S Y S T E MS

Architectures
Technology has expanded to allow developers to create games across a number of different platforms including cell phones, handheld game consoles, websites, and more. With so many options, understanding the unique components of each platform will make you better equipped as a developer. By learning the architecture of these hardware and software systems, youll better understand the preproduction processes, allowing you to plan your content around the architecture of the system before you actually jump in and start coding. In courses like Machine Architecture and Optimization, youll learn the capabilities of a variety of different systems as you gain the foundation needed to write effective and powerful applications for many different platforms.

U N IQ U E

components

ARCHITECTURE O P T I M I Z AT I O N

machine

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GRAPHIC

audio
A S S ETS

A.I. ALGORITHMS
Projects
Many of your courses in the Game Development program will feature projects dedicated to helping you apply your new skills to a practical application whether its creating a program that tests your A.I. algorithms or your implementation of collisiondetection in a 3D world. Further projects include creating your own small games that use the concepts of Windows programming as well as fundamental tasks such as interface design and score keeping. As the culmination of your education, your nal project in the program will place you on a team where youll pitch your idea for a complete game. After getting approval, a dedicated support staff will act as the producers for your game working with you throughout the production to answer questions and help you gather your graphic and audio assets. Youll have the opportunity to team up with Game Art and Recording Arts students to work through every aspect of the development process, with the end result being a fully playable game that youve created from the ground up your ideas, your gameplay, your own interactive demo reel to show off to employers.

coding
CONCEPTS

practical APPLICA TIONS


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Overview
Our Game Development curriculum is designed to give you the programming skills and game theory needed to excel in the world of game development. During the beginning of the program, youll be developing a foundation of programming skills and improving your grasp of the design concepts used to create content. Youll learn the details of a game development cycle from preproduction to nished product, and begin to create simple games that will help to develop your programming and design skills. Then youll move into more complex and detailed tasks in courses like DirectX, OpenGL, Machine Architecture, Optimization, and Software Architecture. Finally, youll focus all those skills on your nal group project a complete playable game that you design, develop, and produce from start to nish. Its all part of a complete game development education that will get you ready to face the demands of the professional game world. In addition to learning the game development process, youll have courses focusing on computer business applications, personal nance management, communication skills, and how to prepare yourself for that rst step into the gaming industry. To help you make that transition, weve also got a team of Career Development professionals that can help you polish your interviewing skills and rsum and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.

Objective
Our goal is to provide you with the focused knowledge and understanding of game development useful in qualifying for entry-level, industry positions as game programmers, tool builders, network programmers, I/O programmers, collision detection developers, articial intelligence programmers, engine builders, and interface programmers. Completion of this degree program will greatly enhance your ability to create program code for 3D graphic display, multiplayer gaming, articially intelligent opponents, and real-time virtual environments. Additional skills at your disposal will include an understanding of the proper presentation of game docs as well as an understanding of the math and physics required to model a realistic game world. In addition to technical pro ciency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.

GAME DEVELOPMENT

OVERVIEW & OBJECTIVE

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Game Development
PROGRAM CORE
Code GDD 245 CAP 4053 GDD 250 GDD 111 GDD 355 GDD 377 GDD 378 GDD 451 DIG 3628 GDD 482 GDD 481 GDD 490 GDD 493 GDD 495 GDD 461 GDD 463 GDD 367 GDD 291 GDD 472 COP 1000 COP 2334 COP 2335 GDD 470 GDD 127 Course 3D Content Creation Artificial Intellegence Data Structures Design Fundamentals DirectX Engine Development I Engine Development II Engine Development III Game Networking Game Planning and Architecture Game Preproduction Game Project I Game Project II Game Project III Machine Architecture I Machine Architecture II OpenGL Operating Systems Optimization Programming I

Course Descriptions
Program Core
GDD 245 Credit Hours 3.00 4.00 4.00 3.00 4.00 3.00 4.00 4.00 3.00 4.00 3.00 4.00 4.00 4.00 3.00 3.00 4.00 3.00 4.00 4.00 4.00 4.00 3.00 4.00 Totals: 32.00 Totals: 109.00 GDD 259 GDD 234 GDD 356 GDD 358 GDD 271 GDD 261 Software Engineering Structure of Game Design Structure of Game Production I Structure of Game Production II Windows Game Programming Windows Tools Programming 3.00 4.00 4.00 4.00 3.00 4.00 CAP 4053 GDD 250 GDD 111

Bachelor of Science Degree Program

3D Content Creation
The 3D Content Creation Course explores techniques used in the professional game industry to create and render content for stateof-the-art real time 3D games. Topics covered include geometry, lighting, shading, texturing, the rendering pipeline, the content creation pipeline, animation, and level editors. Student assignments include creating and animating content with a major 3D modeling software package, as well as using a level editor to create environments for use in a commercial game engine.

Articial Intelligence
In the Artificial Intelligence Course, students learn techniques for designing intelligent behaviors and creating lifelike behaviors in characters to be used in modern games in order to provide realism, and computer opponents that continue to challenge players even after repeated gameplay. Students learn how to give intelligence to computer characters, including techniques for searching, game-playing, decision making, and learning. Various techniques for modeling realistic behaviors are also studied.

Data Structures
The Data Structures Course provides students with a programmers arsenal of code and techniques by introducing a variety of ways to manage data and organize programs. Students are reintroduced to core C++ concepts, and extensively examine memory and algorithms dealing with arrays. More complex programming constructs are also explored by looking at the linear, dynamic types, such as Linked Lists, Stacks, Queues, and Heaps. Nonlinear dynamic methods such as Hash Tables, Graphs, and Trees are studied in both concept and implementation. The course also looks at software engineering and code organization for large-scale projects in C++, focusing on utilizing Polymorphism and object-based design patterns. The concept of data-driven design is studied through the various projects assigned during the course.

Design Fundamentals
The Design Fundamentals Course examines three documentation stages of game development: concept design, preliminary design, and final design production. Students will learn and implement two of these stages by crafting an original game idea with a team of peers. They will begin with a brief examination of common approaches to design and work towards turning game ideas and concepts into clarified gameplay components that can be effectively documented and implemented during production. They will then work through an interactive process of brainstorming, concept creation, interactive storytelling, level objective planning, user experience design, interactivity, and interface design to connect their ideas and document them accordingly. They will maintain the integrity and scope of their projects by reviewing, analyzing, and editing their composition along the way. Each team will showcase their completed design in a formal presentation on the final day of the course.

GENERAL EDUCATION
Code GEN 173 ENC 1101 PPE 2110 GEN 251 SPC 2140 GEN 242 GEN 262 SPC 1606 Course Calculus and Trigonometry English Composition I* Ethics and Psychology Historical Archetypes and Mythology Interpersonal Communications* Linear Algebra Physics Public Speaking Credit Hours 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00

Course Outline
Introduction to Real Time 3D Graphics Lighting and Shading Textures and Texturing Techniques Modeling Theory Real Time Animation Level Editors Exporting Rendering and Content Creation Pipelines Total credit hours Course length 3.00 4 weeks

Course Outline
Agent Architecture Knowledge Representation Problem-solving and Search Logical Deduction & Reasoning Genetic Algorithms Turn-based Game-playing Behavior-driven Intelligence Decision Making and Learning Total credit hours Course length 4.00 4 weeks

Course Outline
Program Memory Usage Arrays, Dynamic Arrays, and Array Algorithms Linked Lists and Linear Data Structures Hash Tables Trees Graphs The Standard Template Library Tools and Utilities Data Compression Techniques Data-driven Design

Course Outline
Brainstorming and Analysis Character and Story Development Interactivty, Interface, and Display Design Workshops and Editing Team Building and Project Planning Project Presentations Total credit hours Course length 3.00 4 weeks

Programming II

Programming III

Real Time Animation Rules of the Game

TOTAL CREDIT HOURS: TOTAL WEEKS:


* These specific courses are offered online. Please see course description for details.

141 84

These specific courses use the Florida Statewide Course Numbering System (SCNS).

Chronological Schedule by Months


1 2 3 4 5 6 7

Total credit hours Course length

4.00 4 weeks

ENGLISH COMPOSITION I DESIGN FUNDAMENTALS


8

PROGRAMMING I CALCULUS & TRIGONOMETRY


9

PROGRAMMING II

PROGRAMMING III

DATA STRUCTURES ETHICS & PSYCHOLOGY


12

WINDOWS TOOLS PROGRAMMING WINDOWS GAME PROGRAMMING


13

STRUCTURE OF GAME DESIGN SOFTWARE ENGINEERING


14

LINEAR ALGEBRA

PHYSICS

10

11

RULES OF THE GAME 3D CONTENT CREATION


15

STRUCTURE OF GAME PRODUCTION I HISTORICAL ARCHETYPES & MYTHOLOGY


16

DIRECTX STRUCTURE OF GAME PRODUCTION II OPERATING SYSTEMS


18

OPENGL ENGINE DEVELOPMENT I


19

ENGINE DEVELOPMENT II MACHINE ARCHITECTURE I


20

OPTIMIZATION MACHINE ARCHITECTURE II


21

17

ARTIFICIAL INTELLIGENCE REAL TIME ANIMATION

ENGINE DEVELOPMENT III GAME NETWORKING

PUBLIC SPEAKING GAME PREPRODUCTION

GAME PLANNING & ARCHITECTURE INTERPERSONAL COMMUNICATIONS

GAME PROJECT I

GAME PROJECT II

GAME PROJECT III

This specific course uses the Florida Statewide Course Numbering System (SCNS).

168

FU L L S A I L U N I V E R SITY

G A M E D EV ELO PM EN T

B a ch e l o r of Science Degree Program

169

Course Descriptions
Program Core
GDD 355 GDD 378 DIG 3628 GDD 481 GDD 493 GDD 461 GDD 367 GDD 291

DirectX
The DirectX Course covers the Microsoft DirectX API for the PC and the Xbox 360, which encompasses 2D and 3D graphical rendering and user input. The coursework in this class is mostly focused on the graphical portion of DirectX.

Engine Development II
The Engine Development II Course focuses on the rendering portion of a game engine. Students will learn about and implement an optimized rendering system. Lab implementations will use the DirectX API, but lectures will be presented in an API agnostic manner. The course will also cover some advanced rendering topics including post-processing, shadows, normal mapping and more.

Game Networking
The Game Networking Course will cover the techniques and technologies required to create network-enabled games. Students will learn basic networking principles, network protocols, game-specific networking techniques, and various APIs and encapsulation techniques. In addition to connection-oriented and connectionless communications methods, students will also learn various network architectures (including the client/server model and peer-to-peer model) and the standard Windows/Unix Sockets API in C/C++.

Game Preproduction
In the Game Preproduction Course, the students plan and pitch the genre and scope of their game, including the actual design, interactivity, theme, art style, and possible project issues. Students will decide on what features will be in the game and who will do what on the project. The students will also design out their story and the assets needed in their project and who will be working on them as well.

Game Project II
The Game Project II Course continues a four-week game development project that was begun in Game Project I. The emphasis on teamwork and project planning continue during this class along with two major milestones. Student assignments include maintenance of technical design documentation, implementation of game technology, preparation and presentations of their Alpha and Beta milestones, as well as continued work on game projects and integration of their assets towards their final milestone.

Machine Architecture I
This course emphasizes the relationship between high level programming languages and the hardware they compile and run upon. We take a closer look at how code actually runs on the processor in terms of clock cycles, the assembly produced, and the trade-offs between memory versus CPU overhead. Close attention is given to memory operations and bitwise manipulation. Time is also spent learning how to navigate around a commandline Unix-based environment as an introduction to a non-Windows based operating system.

OpenGL
In this course, students are instructed in the use of OpenGL , a high performance crossplatform real time 3D graphics library that is widely used in both the game and simulation industries. Beginning with the basic fixed pipeline functionality, including lighting, texture mapping, and other special effects, students progress to using programmable pipeline features for the highest performance and ultimate flexibility in graphics special effects. Advanced applications of matrices for 3D object and camera transformations are also covered within the context of OpenGL.

Operating Systems
In the Operating Systems Course, students learn the concepts of modern operating systems and how they impact the code we create. The students also learn how to construct multi-threaded applications that are critical for utilizing modern multi-core processors to their fullest extent. Students can use this knowledge to better design their code to efficiently use the operating systems and CPU hardware on almost any system that they need to use in their career. Various API for multithreading are examined after the concepts have been used with a more learning friendly API.

Course Outline
Introduction to DirectX and 2D Drawing Rendering 3D Geometry HLSL Shader Language Texturing Terrain and Mesh Loading 3D Lighting Models User Input with XInput and DirectInput Particles Total credit hours Course length 4.00 4 weeks

Course Outline
General Renderer implementation Deferred Shading Advanced Lighting Shadow Mapping Post-process Effects Matrix Hierarchies Sorting of render objects Total credit hours Course length 4.00 4 weeks

Course Outline
Team Building Skills Planning Methodology Design Creation Art/Theme Creation & Integration Total credit hours Course length 3.00 4 weeks

Course Outline
The Internet Protocol (IP) Transmission Control Protocol (TCP) Server Networking Networking Architectures User Datagram Protocol (UDP) DNS and IPv6 APIs and Frameworks Total credit hours Course length 3.00 4 weeks

Course Outline
Alpha Preparation Alpha Presentation Alpha Review Beta Preparation Beta Presentation Beta Review

Course Outline
Data Representation Von Neumann Architecture X86 Instructions Instructions Set Construction Cache Memory Virtual Memory Total credit hours Course length 4.00 4 weeks 3.00 4 weeks

Course Outline
Introduction to OpenGL Programming/ 3D Primitives and Projections 3D Transformations Lighting, Materials, Special Effects Basic Texture Mapping Vertex Arrays and VBOs Advanced Texture Mapping and Other Techniques Introduction to Shaders

Course Outline
Modern Operating Systems System Services System Programs Synchronization Methods Advantages of Threading CPU Scheduling Deadlock Avoidance Virtual Memory Total credit hours Course length 3.00 4 weeks

GDD 490

GDD 377

Game Project I
The Game Project I Course immerses students in a four-week game development project with heavy emphasis on teamwork and two milestones; Feature Fragment (s) one and two. Students will take their documentation created in previous classes and begin work on their project by coding their core gameplay and major features for their game by the end of the month.

Game Project Total credit hours Course length

Engine Development I
The Engine Development I Course is an introduction to the use of a pre-existing game engine and the development of supplementary components. This course emphasizes debugging, development of problem solving skills, reading and understanding pre-written code, requirements analysis, and working towards being a better software engineer upon graduation. To accomplish these goals students will work on important components of game engines as well as being tested on their knowledge of the material presented and programming fundamentals.

GDD 451

GDD 463

Engine Development III


The Engine Development III Course focuses on game engine systems for handling dynamic interaction between 3D objects. The course further develops 3D math skills required for detecting and reacting to collision between objects. Students will also develop acceleration structures to reduce pair-wise tests for collision detection, building the visible set for rendering, and other game related purposes. Approaches for physics simulation are also presented, allowing for more believable dynamic movement of 3D objects in games.

GDD 482

Game Planning & Architecture


In the Game Planning & Architecture Course, project teams meet to plan the art and technology for their game. They work together to create a project plan and assess the risks in their project as well as meet with artists to develop early prototypes of the more challenging pieces of technology in their project. This course is designed to help students develop strong communication skills as they work in a team with programmers and artists.

GDD 495

Machine Architecture II
An embedded computer system operates differently from a desktop or laptop machine. There is generally no operating system and the functionality requires closer interaction with the hardware. In this course, the students will investigate machine architecture with a particular focus on how the hardware architecture influences the way the software is designed and crafting code sequences that marry with the hardware to improve performance. The class will explore the embedded development with an emphasis on how the system impacts the software design and development methodologies.

Intermediate Vertex and Fragment Programs Cross-platform Rendering Total credit hours Course length 4.00 4 weeks

Game Project III


The Game Project III Course continues with another four-week game development project that was begun in Game Project I & II. The emphasis on teamwork and project planning continue during this class. Students will begin their Software Quality Assurance cycle with the emphasis on proper defect reporting mechanisms and correction. Student assignments include maintenance of technical design documentation, implementation of game technology, implementation of a quality assurance cycle as well as continued work on game projects in a move towards their final milestone and completion of their project.

Course Outline
Introduction to Advanced Game Production Continuous and Nightly Build Process Presentation and Milestone Acceptance Game Project Game Creation Total credit hours Course length 4.00 4 weeks

Course Outline
Game Object Management Memory Management Vector & Matrix Behaviors File Input & Output Multi Threading Scripting Total credit hours Course length 3.00 4 weeks

Course Outline
Collision Detection, Intersections, and Reaction Spatial Partitioning, Bounding Volume Hierarchies Scene organization, Occlusion Culling Particle and Rigid Body Physics Total credit hours Course length 4.00 4 weeks

Course Outline
Asset Planning Production Schedule Creation Risk Assessment Technology Planning Architecture Creation & Integration Team Building Skills Total credit hours Course length 4.00 4 weeks

Course Outline
Embedded Hardware Systems (GBA) Visualization in an Embedded System Interrupt Service Routines Hardware Timers and their Use Input Processing in Embedded Systems Optimizing Code for a Target Processor Total credit hours Course length 3.00 4 weeks

Course Outline
Final Preparation Final Presentation Archive/Wrap-up Game Compliance Self-Analysis and Review Game Project Total credit hours Course length

4.00 4 weeks G A M E D EV ELO PM EN T

This specific course uses the Florida Statewide Course Numbering System (SCNS).

170

FU L L S A I L U N I V E R SITY

B a ch e l o r of Science Degree Program

171

Course Descriptions
Program Core
GDD 472 COP 2334 GDD 470 GDD 259 GDD 356 GDD 271 GDD 261

General Education
GEN 173

Optimization
The Optimization Course focuses on the techniques required for increasing the frame rate of video game applications. By examining the relationship between the CPU, GPU, and their architectures, students better understand how code and art affects their platform. Students are introduced to the process of detecting optimization bottlenecks and hotspots for the CPU, GPU, and other hardware resources. Students also explore methods used to solve common video game hotspots and bottlenecks. These methods increase performance through techniques that involve memory, multi-threading, shaders, drivers, and CPU/GPU processing.

Programming II
The Programming II Course continues teaching the C++ programming language, focusing on its object-oriented structure as a tool for creating games. Students in this course learn class-based C++ coding syntax as well as additional skills for designing and building programs. Students are also shown more advanced concepts such as data structures and key algorithms.

Real Time Animation


Rich and efficient real time animation has become critical in todays 3D games. In this course, the students will examine a wide scope of animation techniques that are used in traditional computer animations and in-game real time animation. Course material will focus on developing executable animation components including, morphing, articulated animation, skin and bones characters, an adaptable animation playback system and exporting/importing animation data from industry standard animation creation tools.

Software Engineering
The Software Engineering Course emphasizes good design practices, debugging, software testing, and team collaboration. Specific topics covered include requirements analysis, design documentation, design patterns, coding standards, common coding errors, debugging strategies, testing methods, test case design, and source control. To put these concepts into practice, the students work in small teams and port an existing game to an arcade platform. In short, skills that are indispensable to success to the game development industry, but that are often skipped in a traditional computer science curriculum.

Structure of Game Production I


The Structure of Game Production I Course immerses students in the initial stages of an eight-week game development project with heavy emphasis on teamwork as well as project planning and documentation. Students are also introduced to Agile Production Methodologies and Best Practices of Game Production. Student assignments include creation and maintenance of technical design documentation, implementation of game technology, and project planning details designed to provide a strong foundation for delivering milestones in subsequent courses.

Windows Game Programming


The Windows Game Programming Course provides an introduction to making games for Microsoft Windows. Students learn how to use the Windows API in order to create an event-driven program. Hardware accelerated graphics is next on the agenda when the Direct2D and DirectWrite APIs are demonstrated. Focus is then turned towards input when the Raw Input APIs potential is explored. At the courses halfway point, real-time programming and multi-threading concepts are introduced. The graphics are enhanced with bitmaps when the Microsoft Windows Imaging Component API is deployed. And to complete the game experience, sound is played via the XAudio2 API.

Windows Tools Programming


The Windows Tools Programming Course is a comprehensive survey of Windows programming through the use of the object-oriented .NET Framework in conjunction with the C# programming language. The .NET Class Library is examined in detail to gain a full understanding of its nature and scope as related to creating stand-alone Windows applications. Particular attention is paid to the Form and Control classes along with event handling, resource management, and graphic output via the GDI+ graphics language.

Calculus and Trigonometry


The Calculus and Trigonometry Course is the first of two pure math courses in the program. During this course, the concepts of limits, tangents, derivatives and integrals are covered, as they have direct applications in the optimization of physics formulas. Students are also introduced to multi-variable calculus. This course is a prerequisite for the Linear Algebra and Physics courses.

Course Outline
Classes Linked Lists and Related Data Structures Class Operators and Friends Public Inheritance Number Bases, Recursion and Function Pointers Total credit hours Course length 4.00 4 weeks

Course Outline
Limits and Rates of Change Derivatives Application of Derivatives Integrals Application of Integrals Multi-variable Calculus Total credit hours Course length 4.00 4 weeks

Course Outline
Animation Classification and Techniques Morphing Articulated Animation Skin and Bones Animation Animation Playback System Animation Compression Techniques Importing and Exporting Animation Data

Course Outline
LCPU, GPU Bus Architecture CPU Detection and Optimization GPU Detection and Optimization Multi-threading Shading and Optimization Optimization Tools Total credit hours Course length 4.00 4 weeks

Course Outline
Code Conventions Source Version Control Debugging Practices Problem-solving Techniques Technical Documentation Solutions Research Pathways Large-scale Project Maintenance

Course Outline
Introduction to Game Production Game Production Methodologies Elements of Teamwork Schedule Creation and Documentation Game Project Total credit hours Course length 3.00 4 weeks 4.00 4 weeks

Course Outline
.NET and C# Forms Dialogs Control Layout GDI+ Coordinate Systems Controls XML Design-time

Course Outline
Intro to Windows Programming (Windows API) Graphics (Direct2D & DirectWrite) Input (Raw Input) Real-Time Programming & Multi-Threading Bitmaps (WIC)

COP 2335

Programming III
The Programming III Course finishes teaching the essentials of C++ and introduces some handy new items such as the Standard Template Library plus file input and output. During this time students are also able to review some critical topics from previous months such as debugging, dynamic memory, classes and linked lists. With the addition of persistent storage, parameterized types and preexisting code libraries, creating more complex projects is both easier and quicker, preparing the students for the larger applications developed in following courses.

Examinations Total credit hours Course length 3.00 4 weeks

ENC 1101

Total credit hours Course length

English Composition I*
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.

GDD 358

Sound (XAudio2) Total credit hours Course length 3.00 4 weeks

COP 1000

Programming I
This course teaches the C++ programming language as a foundation for creating games. Students will learn basic C++ coding syntax as well as fundamental skills such as designing and building programs.

GDD 127

GDD 234

Structure of Game Production II


The Structure of Game Production II Course concludes an eight-week game development project with heavy emphasis on teamwork as well as project planning and documentation. Students are also introduced to a Software Quality Assurance cycle with an emphasis on peer review and proper defect reporting mechanisms. Student assignments include Milestone planning, implementation of game technologies and features, and design and implementation of a quality assurance cycle, designed to provide a strong foundation for delivering milestones in subsequent courses.

Final Project Total credit hours Course length 4.00 4 weeks

Rules of the Game


Creating a game that is both engaging and enjoyable requires much more than just programming skills and a good storyline! A good game must entertain, which requires conflict structure, play pacing, play balance, and a good formula for incremental resolution and reward. The Rules of the Game Course employs a heuristic process designed to help students identify and cultivate the enigmatic element of fun in games. Students will explore the process of rules structuring and game usability principles, including interface design and the range of testing procedures. They apply these principles to their projects, a game prototype for the companion course Structure of Game Production, and employ a tiered testing process to confirm play viability and fun factor!

Structure of Game Design


The Structure of Game Design Course is designed to communicate the important techniques used by game programmers and designers during a typical production cycle. Student assignments include, but are not limited to, implementation of reusable game technology, algorithm analysis, usage of game industry tools and platforms, and game projects.

Course Outline
Introduction to Programming Variables and Branches Loops and Arrays Strings and Functions Structures Pointers and Dynamic Memory Total credit hours Course length 4.00 4 weeks

Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness Total credit hours Course length 4.00 4 weeks

Course Outline
Debugging, Dynamic Memory and LL File I/O Rapid Application Development Class Hierarchies Templates and Algorithms Total credit hours Course length 4.00 4 weeks

Course Outline
Introduction to Basic Game Structure Elements of Reusable Game Technology Game Logic and 2D Collision Detection Integrating Game Design and Programming Using Design Patterns to Build Scalable Architectures Developing Scripting Languages Introduction to Tile Maps

Course Outline
Project Overview Phases of Production Schedule Creation and Documentation Game Project Software Testing Techniques Presentation and Self-analysis Total credit hours Course length

Course Outline
Game Design Elements Interface Design Storytelling Game Usability Total credit hours Course length 4.00 4 weeks

Total credit hours Course length

4.00 4 weeks

4.00 4 weeks

This specific course uses the Florida Statewide Course Numbering System (SCNS).

172

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173

Course Descriptions
General Education
PPE 2110 GEN 251 SPC 2140 GEN 242 GEN 262 SPC 1606

Ethics and Psychology


This Ethics and Psychology Course is designed to give students an opportunity to discover the many facets of their psychological identity. Students will focus on how a personal values system is developed, and how it serves as the foundation for the decisions an individual will make in his or her lifetime. Students will also explore human interaction and behavioral styles, as well as how to develop positive, productive relationships. Additionally, students will examine the psychological issues individuals deal with in their daily lives, such as stress, gender inclusion, and how to process information.

Historical Archetypes and Mythology


The Historical Archetypes and Mythology Course introduces students to the connections between history, mythology, and iconic archetypes, and the influence these relationships have had on classical and contemporary cultures of the world. Color symbolism is also explored in order to better appreciate folklores, heroes, and monsters of various cultures. In addition to composing original myths and stories, students complete a personal assessment that identifies characteristics of their individual archetypes and use this knowledge to identify, understand, and relate to mythological characters and characters of their own creation. The course also enhances students ability to analyze and evaluate information.

Interpersonal Communications*
The Interpersonal Communication Course examines the nature of the communication process, variables affecting the process, and the individuals involved. Additionally, this course includes individual analysis of behavior processes that may impede and/or enhance communication processes. Topics include perception, nonverbal behavior, persuasive communication, identity management, intercultural communication and computer mediated communication. This course also enhances students ability to analyze and evaluate information.

Linear Algebra
The Linear Algebra Course is the second of two pure math courses in this program. The course starts with a quick review of selected topics in geometry, algebra II, and trigonometry. Students then build on that foundation for applications in collision detection and motion of objects. Vectors, matrices, and quaternion are introduced to control the way objects move and interact on screen using C++/DirectX, and students create libraries of code functions that can be used in future courses. This course is a prerequisite for the Physics, AI, Game Engine, DirectX, and OpenGL courses.

Physics
The Physics Course is about physics modeling and simulation, teaching students how to understand the world through physics in order to create physically realistic 3D graphics environments for game development. Real-world phenomena such as motion and collisions are described in terms of physical formulas, which can then be translated into computer code. The development of problem solving skills is emphasized. Students learn the techniques of identifying behaviors, breaking them down into component parts, and creating computer models to handle particular behaviors using DirectX/C++.

Public Speaking
The Public Speaking Course is designed to train students in understanding and implementing oral communication skills. Learning is centered on student participation in a variety of speaking/listening situations, which are designed to increase the understanding of the interpersonal nature of all speech communication. Students study and participate in the creation and delivery of at least three types of speeches. Targetaudience identification, surveys, body language, effective speaking techniques, and pre-speech planning are investigated and used to create speeches.

Course Outline
Values and Moral Reasoning Ethics and Ethical Dilemmas MBTI and Personality Archetypes Johari Window Communication Model Existential-Humanistic theories and Free Will Cognitive Psychology and Personal Beliefs Systems Gender Issues in Entertainment Media and Marketing Final Group Presentations Total credit hours Course length 4.00 4 weeks

Course Outline
Vector Operations Matrix Operations Determinants 2D and 3D Transformations Planes and Lines in 3D Space

Course Outline
Assessment and Evaluation Research and Planning Writing Rsums and Other Documents Networking and Interviewing Total credit hours Course length 4.00 4 weeks

Course Outline
Particles Kinematics Particle Dynamics Numerical Methods (Euler, Verlet Integration, Velocity Verlet, RK4,Taylors Series Approximation, Midpoint Methods) Collision Detections Particles Dynamics Particle Collision Responses Rigid Body Kinematics Quaternion 4.00 4 weeks Rigid Body Dynamics Rigid Body Collision Responses Total credit hours Course length 4.00 4 weeks

Course Outline
Impromptu Speeches Researching for Speech Manuscripts Creation and Delivery of Persuasive Speeches Creation and Delivery of Expository and Demonstrative Speeches Speech Outlines Audience Surveys Evaluation of Speaking Effectiveness Total credit hours Course length 4.00 4 weeks

Course Outline
Introduction to Archetypes, Culture and Myths Archetypes Influence on Culture Contemporary Western Myths and Archetypes Cultural Archetypes of Asia, Europe, and Latin America Cross Cultural Comparisons of World Archetypes and Myths to Western Culture Total credit hours Course length 4.00 4 weeks

Collision Detections Coordinate Systems and the Gram-Schmidt Algorithm Introduction to Vectors Calculus Quaternion Total credit hours Course length

* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.

This specific course uses the Florida Statewide Course Numbering System (SCNS).

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Areas of Focus
Digital Storytelling Design Fundamentals Branding/Identity Personal Identity Project

Graphic
Graphic design is everywhere. In almost every aspect of our lives, art is used to convey a message, and everything that we buy has some amount of design that goes into it. Whether its a t-shirt, magazine, billboard, website, or a company logo, we are constantly surrounded by visuals that tell a story or express an idea. The vision driving these images is one that shapes the world and the way that we see it.

Design
Associate of Science Degree Program
When you enter Full Sails Graphic Design program, you join the ranks of those who choose to spread their vision on a wider scale. Its about combining the beauty and wonder of art with the mechanics of design to deliver a clients message in a compelling way. Its about communicating a story through visual means. And regardless of how you choose to tell that story, youll be immersed in a world of creativity, where the only limitation is your own imagination.
Graduates of this degree may apply to continue their education with the:

Digital Arts & Design Media Design

Bachelor of Science Degree Program


CAMPUS PROGRAM ONLINE PROGRAM

176

Master of Fine Arts Degree Program FU L L S A I L U N I V E R SITY


CAMPUS ONLINE * IF YOURE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR ADMISSIONS PROGRAM PROGRAM DEPARTMENT TO EXPLORE YOUR OPTIONS.

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Areas of Focus

design

IMAGES

design THEORY
Digital Storytelling
Art is about self-expression and aesthetic satisfaction. Design incorporates those elements, but its purpose is more direct to convey a clients message. To be able to do this effectively, youll need to have a rm grasp on how a story or message can be conveyed by images and design, a concept that has existed since arts beginnings. By studying arts historical context through selected monuments of design and architecture in the Western tradition and the effect they had on the civilizations that produced them, youll develop a better understanding of how to apply similar theories to aid you in delivering your message, whatever it may be. Youll combine this understanding with the software tools that allow you to easily produce personal digital content that communicates a story or theme whether its your own, a clients, or that of the entire world.

elements
COLOR
typography

DESIGN

delivering
MESSAGE

YOUR

Design Fundamentals
Having a healthy design vocabulary helps ensure that there are no barriers to your ability to take on projects and assignments. Thats why the Graphic Design program starts with key concepts that will inform all of your design work. Youll study the psychological impact and importance of color and learn to use typography as an effective design element. Youll also study the best logos and symbols in the eld of graphic design and explore their meaning and technique, all in preparation for creating a personalized logo that works. Youll also work to develop your skills with software applications that are used every day in the design world, such as Adobe Photoshop, Illustrator, and After Effects. The combination of design theory and knowledge of powerful software will give you the foundation you need to start creating great design.

DESIGN architecture
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software
F O U N D AT I O N
G R A PH I C D ESI G N

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Areas of Focus

BRAND
Branding/ Identity
A brand is more than just a logo; its a set of values that the public can believe in and associate with a name or company. From a designers perspective, it involves sitting down with a client and being able to offer up insight for every piece of collateral, package design, sponsorship, and event that youre involved in, explaining how each element supports the companys brand objectives. In the eyes of the client, youre no longer just doing contract work youre now a partner in their endeavors. Of course, aside from any design work, there are other important skills you need to learn to be able to relate to and communicate with a client, and we cover those topics too, as you gain experience with all aspects of the corporate branding process.

OBJECTIVES

elements of DESIGN
Personal Identity Project
Just as a companys brand is an essential component of its success, your own personal brand is just as crucial to the advancement of your career. The nal portion of the Graphic Design program will task you to complete a Personal Identity Project that will bring together all the disparate elements of design that form your personal brand. By creating a portfolio, youll collect your existing pieces of work into a professional, impressive cache that can turn an average job interview into a great one. And throughout the portfolio process, youll be exposed to a series of innovative personal brands in the industry, studying everything from the design of successful logos to the type of letterhead used in documents. In the end, youll use all this knowledge to pull together a powerful and unique expression of your identity.

brand E L EM E NT S

advancem ent

CAREER

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Overview
Our Graphic Design curriculum gives you experience that can prepare you for a career in the eld of design. Youll create projects for assignments where no two submissions are alike from print publishing to package design to interface design and more. Along the way, your projects will be documented in a design diary, logging both instructor feedback on various assignments and your own notes indicating what was done to improve the work. This will become a valuable reference tool for the programs nal project, when youll assemble all youve learned along the way to put together a piece of work that will be the highlight of a diverse and stylized portfolio. In addition to art and design skills, youll also have courses in real-world topics like corporate branding and identity, client relations, and how to give and receive work critique, as well as courses focusing on communication skills, art history, and how to prepare yourself for that rst step into the design industry. To help you make that transition, weve also got a team of Career Development professionals that can help you polish your interviewing skills and rsum and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.

Objective
Our goal is to provide you with the focused knowledge and understanding of graphic arts production needed to qualify for entry-level, industry positions as graphic designers, media designers, web designers, digital image processors, art directors and various other positions in graphic arts production. Additional skills you acquire in customer relations, copyright law, and corporate branding will broaden your opportunities for a variety of positions in the industry. In addition to technical prociency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.

GRAPHIC DESIGN

OVERVIEW & OBJECTIVE

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Graphic Design
PROGRAM CORE
Code DGT 241 GRD 273 GRD 124 GRD 254 GRD 167 ART 1201 DGT 112 GRD 162 GRD 244 DGT 117 DGT 252 DGT 262 DGT 275 DGT 273 GRD 293 GRD 294 PLA 2412 GRD 156 GRD 282 DGT 232 Totals: Course

Course Descriptions
Program Core
GENERAL EDUCATION
Credit Hours 4.00 3.00 3.00 3.00 4.00 4.00 4.00 4.00 4.00 3.00 4.00 4.00 4.00 4.00 4.00 4.00 3.00 3.00 3.00 3.00 72.00
* This specific course is offered online. Please see course description for details.

Associate of Science Degree Program


Code ART 2006 MGF 1213 DEP 2004 ENC 1101 Totals: Course Art History College Mathematics Developmental Psychology English Composition I* Credit Hours 4.00 4.00 4.00 4.00 16.00

DGT 241

GRD 124

GRD 167

DGT 112

Advanced Computer Graphics Client Relations Color Theory Corporate Branding Critique Structures Design and Art Theory Designing Computer Graphics Digital Photography Digital Publishing Digital Storytelling Digital Video Editing Digital Video Flash Media Graphic Web Design Graphics Personal Identity Project I Graphics Personal Identity Project II Intellectual Property and Law Logos and Symbols* Portfolio Creation Typography and Page Layout

Advanced Computer Graphics


The Advanced Computer Graphics Course trains students in advanced levels of graphics creation through the use of software programs utilized by design and animation companies worldwide. This course emphasizes design from a problem-solving point of view, and introduces the production timeline and graphical requirements for the manipulation of digital images in a studio environment.

Color Theory
The Color Theory Course exposes the student to the theories and application of color, as it relates to both print and screen. Historical and geographical perspectives will be discussed. Methods and techniques of the use of color to create impact, combined with the necessary color correction for the many delivery options are reviewed. In this course, students also explore color calibration, both with software and hardware tools.

Critique Structures
The Critique Structures Course examines the process of evaluating and describing digital and traditional pieces. Students participate in an in-depth discussion of looking and experiencing art and design content done by artists, graphics professionals, and students of many genres. The examination of how well the pieces accomplish their design, value, complexity, and aesthetics are discussed. The students will critique a number of works in this course, both individually and in groups.

Designing Computer Graphics


The Designing Computer Graphics Course trains students in basic levels of graphics creation through the use of software programs utilized by design and animation companies worldwide. This course emphasizes design from a problem-solving point of view, as students receive instruction in color theory and correction, input/output techniques, and tools for graphic design and image compositing.

TOTAL CREDIT HOURS: TOTAL WEEKS:

88 52

Course Outline
Advanced Graphics Tools Advanced Design and Color Layout and Composition Digital Imaging and Manipulation Special Effects Total credit hours Course length 4.00 4 weeks

Course Outline
Color Theory in Principle Applied Color Theory Psychology of Color Color Calibration Total credit hours Course length 3.00 4 weeks

Course Outline
Principles of Aesthetics Applied Aesthetics Student Critiques Guided Discussion Critique Portfolio Total credit hours Course length 4.00 4 weeks

Course Outline
Computer Graphics Tools Design and Color Layout and Composition Digital Imaging and Manipulation Total credit hours Course length 4.00 4 weeks

GRD 254

GRD 162

These specific courses use the Florida Statewide Course Numbering System (SCNS).

GRD 273

Corporate Branding
The Corporate Branding Course builds upon the concepts learned in the prior courses, and focuses on what makes an effective brand. Students are exposed to many of the best-known brands and their impact on our world. Concepts of branding and how to use it effectively in the corporate market are explored. Students will create their own Corporate Brand portfolio.

Client Relations
The Client Relations Course introduces students to normal business practices and how to navigate them, providing an understanding of how the complex client/designer relationship is critical for success. Students are exposed to many techniques for gaining and keeping the trust of the client. Concepts of negotiation and how to use it effectively in business are explored. Students participate in groups simulating real-world client/designer business scenarios.
4 5 6 7

ART 1201

Digital Photography
The Digital Photography Course builds upon the concepts learned in the prior courses, especially composition and aesthetics. Students will be exposed to many of the best photographers work and will learn advanced techniques for taking digital photographs, editing and presenting them, and managing meta-data/files with industry leading software. In this course, students are asked to shoot and present their work in various delivery platforms. The design concepts reinforced in this course can be used across all types of media.

Design and Art Theory


Design and Art Theory provides an understanding of composition, design, art, basic color, and graphics through a study of varied artistic styles and their sociological and psychological effects throughout history. This course is essential in the multimedia world, where traditional art forms are often blended with current imagery to create a new and significant artistic genre.

Course Outline
Understanding Corporate Branding Great Branding Campaigns The Branding Process Corporate Branding Project Total credit hours Course length 3.00 4 weeks

Chronological Schedule by Months


1 2 3

Course Outline
Introduction to Visual Thinking Drawing Workshop, Color and Value, Perspective Elements and Composition of Art and Graphics Cartooning, Animation, and Storyboarding Total credit hours Course length 4.00 4 weeks

Course Outline
Taking Great Digital Photos Editing for Impact Photo Manipulation Digital Photography Project Total credit hours Course length 4.00 4 weeks

Course Outline
The Business Process The Client Relationship Gaining the Clients Trust Client Relationship Workshop Total credit hours Course length 3.00 4 weeks

ART HISTORY

DESIGN & ART THEORY

DESIGNING COMPUTER GRAPHICS DEVELOPMENTAL PSYCHOLOGY


10

ADVANCED COMPUTER GRAPHICS COLOR THEORY

CRITIQUE STRUCTURES TYPOGRAPHY & PAGE LAYOUT


12

DIGITAL PHOTOGRAPHY

GRAPHIC WEB DESIGN INTELLECTUAL PROPERTY & LAW

ENGLISH COMPOSITION I

DIGITAL STORYTELLING

LOGOS & SYMBOLS

11

13

FLASH MEDIA DIGITAL VIDEO COLLEGE MATHEMATICS

EDITING DIGITAL VIDEO

DIGITAL PUBLISHING

GRAPHICS PERSONAL IDENTITY PROJECT I PORTFOLIO CREATION

GRAPHICS PERSONAL IDENTITY PROJECT II

CORPORATE BRANDING

CLIENT RELATIONS

This specific course uses the Florida Statewide Course Numbering System (SCNS).

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FU L L S A I L U N I V E R SITY

G R A PH I C D ESI G N

A s s o c i a te of Science Degree Program

185

Course Descriptions
Program Core
GRD 244 DGT 252 DGT 275 GRD 293 PL A 2412 GRD 282

General Education
ART 2006 DEP 2004

Digital Publishing
The Digital Publishing Course mirrors the professional graphic art industry workflow model. Students work in teams with a lead designer, designers, production artists, an illustrator, and a digital pre-press artist, cycling through the responsibilities for each project. For the duration of the course, each student gains team-publishing experience using Adobe Acrobat in a document review cycle with a client. Students have the opportunity to produce a CD/DVD cover and sleeve, a poster, a magazine cover and 16-page signature, a brochure, and an e-book.

Digital Video
The Digital Video Course is a preliminary production course for the Graphic Design program. In this course, students are introduced to the primary concepts of storytelling, sound design, imaging, and editing. This course also introduces students to the production model, media types (text, image, and sound), and the technologies of multimedia architectures.

Flash Media
The Flash Media Course focuses on the creation of engaging interactive content for the Internet utilizing Adobe Flash, an industry-standard Web authoring software package. In addition to learning the key elements of the Flash interface, students explore how to create and edit rich media for deployment on the Web. Optimization and publishing techniques for audio, video, and animation will be addressed to ensure smooth performance within the Web environment.

Graphics Personal Identity Project I


The Graphics Personal Identity Project I Course gives students the opportunity to create their own Personal Identity. This is a critical part of marketing ones self to a client or employer and demonstrates all of the concepts and techniques learned in the prior courses. Students are exposed to many of the most innovative and effective Personal Brands. Concepts of creating powerful Personal Identity are explored and practiced by creating logos, letterhead, web presence, etc. Students then create their own Personal Brand Portfolio, incorporating all their work.

Intellectual Property and Law


The Intellectual Property and Law Course is designed to introduce the student to general business practices including finance, accounting, insurance, taxes, management, marketing, and negotiation. Students are provided a foundation that addresses the complexities of intellectual property, copyright, and basic business and contract law as it pertains to digital content. Case studies will be used to examine the impact of these laws on our industry.

Portfolio Creation
The Portfolio Creation Course prepares students for presenting their work to the professional graphic arts industry. Students work with existing assets they have created during the Graphic Design Program as they develop a professional portfolio. Students have the opportunity to create signature pieces to help them represent their skill level to the industry. For the duration of the course, students individually polish both their graphics and the look of their portfolio in order to succeed when being interviewed for a position in the industry.

Art History
The Art History Course introduces students to selected, impactful monuments of art and architecture in the Western tradition from the prehistoric to post-modernism era studied in relation to the intellectual background of the ages and civilizations that produced them. Lectures accompanied by various visual mediums inspire discussions of assigned readings in philosophical, religious, scientific, political, literary, artistic, and cultural contexts.

Developmental Psychology
The Developmental Psychology Course course is designed to examine the ways in which the basic elements of psychological development serve to either enhance or detract from personal growth. Students will explore both current and historical theory to give them the broadest possible framework with which to enhance their understanding of identity development and expression.

Course Outline
Storytelling Media Types Design and Production Total credit hours Course length 4.00 4 weeks

Course Outline
Flash Authoring Environment Drawing Tools Flash Animation Techniques Optimizing and Publishing Total credit hours Course length 4.00 4 weeks

Course Outline
Ancient Art Medieval and Renaissance Art Modern Art Post-modern Art Total credit hours Course length 4.00 4 weeks

Course Outline
Paradigms Proactive and Reactive Behavior Efficacy, Shadow, Shame Cognitive Dissonance Imagination and Conscience Time Management Perception and Communication

Course Outline
Digital Publishing Cycle Digital Pre-press Concepts and Techniques Design and Production of Online Documents Interactive Online Documents Total credit hours Course length 4.00 4 weeks

Course Outline
Overview of the Industries Business Practices Intellectual Property Contracts Business Law

Course Outline
Portfolio Design Fundamentals Asset Creation Portfolio Assembly Portfolio Review Total credit hours Course length 3.00 4 weeks

Course Outline
Concepts of Personal Branding Applied Personal Branding Preproduction Personal Brand Production Total credit hours Course length 4.00 4 weeks

DGT 262

Editing Digital Video


The Editing Digital Video Course covers the art and science of non-linear editing. In this course, students learn how editing choices impact how the project will be perceived and ultimately affect its success. Students are introduced to the advanced concepts of imaging and editing, as well as the production model of editing video in the industry. Students also participate in group discussions about editing choices and audience. DGT 273

Total credit hours Course length

3.00 4 weeks

MGF 1213

College Mathematics
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. Firsttime algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.

Total credit hours Course length

4.00 4 weeks

Graphic Web Design


The Graphic Web Design Course examines the process of creating exciting, functional content for the World Wide Web. Students expand on the design skills that they have learned throughout the degree program by creating interactive Web pages through the use of industry-standard Web authoring software. Students receive an understanding of HTML and web-standards related to the development of websites. This course demonstrates how to create, edit, manage, and design a professional website within a Web authoring tool and complementary software applications. GRD 294

DGT 232

DGT 117

Digital Storytelling
The Digital Storytelling Course leads the student through the methods and techniques of creating personal digital content using the Apple iLife Suite. In this course, students are asked to explore this powerful suite of tools to create many pieces of personal expression, including Podcasts, movies and websites. The design concepts reinforced in this course show that they could be used across all types of media.

Graphics Personal Identity Project II


The Graphics Personal Identity Project II Course finds students continuing to create their own Personal Identity. This is a critical part of marketing ones self to a client or employer and demonstrates all of the concepts and techniques learned in the prior courses. Students are exposed to many of the most innovative and effective Personal Brands. Concepts of creating powerful Personal Identity are explored and practiced by creating logos, letterhead, web presence, etc. Students then create their own Personal Brand Portfolio, incorporating all their work.

GRD 156

Logos and Symbols*


The Logos and Symbols Course builds upon the concepts learned in both the Designing and Advanced Computer Graphics courses. Students are exposed to many of the best graphic designers work in the field and will learn advanced techniques in creating these pieces of visual poetry. In this course, students are asked to explore what makes a logo or symbol work and become instantly recognizable. The design concepts reinforced in this course can be used across all types of media.

Typography and Page Layout


The Typography and Page Layout Course introduces students to the world of professional fonts. Students learn how to use typography as a critical part of page layout, as they continue to build upon the concept of design introduced in previous courses. This course also trains students to define how the printed or viewed page looks as an integrated graphic element. Students participate in group discussions and critiques as they work through the projects using the latest publishing software.

ENC 1101

English Composition I*
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.

Course Outline
Editing Techniques Production Workflow Editing with Final Cut Pro Total credit hours Course length 4.00 4 weeks

Course Outline
Review of Basic Arithmetic Operations with the Real Number System Measurement and Number Systems Exponents & Radical Expressions Linear Equations & Inequalities Graphing Proportions, Formulas, and Word Problems Introductory Statistics and Probability Business Applications and Mathematical Models

Course Outline
iPhoto and iWeb iMovie and Garage Band iDVD and iTunes iLife Project Total credit hours Course length 3.00 4 weeks

Course Outline
Graphic Optimization HTML Dreamweaver Content Integration Total credit hours Course length 4.00 4 weeks

Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness 4.00 4 weeks Total credit hours Course length 4.00 4 weeks

Course Outline
The Graphic Display of Information Exploration of Symbols and their Meaning Creating a Logo that Works Logos and Symbols Project

Course Outline
Fundamentals of Typography Typography and the Page The Page as Design Press Considerations 3.00 4 weeks Total credit hours Course length 3.00 4 weeks

Course Outline
Concepts of Personal Branding Applied Personal Branding Preproduction Personal Brand Production Total credit hours Course length 4.00 4 weeks

Total credit hours Course length

Total credit hours Course length

* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.

This specific course uses the Florida Statewide Course Numbering System (SCNS).

186

FU L L S A I L U N I V E R SITY

G R A PH I C D ESI G N

A s s o c i a te of Science Degree Program

187

Areas of Focus
Law Management Marketing Distribution

Music
Bachelor of Science Degree Program
The music business has undergone some seismic shifts in the past few years, but one thing hasnt changed: it takes an army of talented and wellprepared people working behind the scenes to get artists the attention they deserve. That army needs to be equipped to provide their clients with the logistical assistance, nancial arrangements, and promotional prowess they need to maximize the impact of their artistic creations.

Networking Critical Listening Final Project

Business
Of course, the music business world goes far beyond just number crunching. The Music Business curriculum at Full Sail dives into the jobs, skills, and talents needed to be part of the team that gets music heard the tour managers, label employees, promoters, producers, merchandisers, lawyers, publishers, and, yes, accountants that help to keep the wheels of commerce turning so artists and their fans can connect on stage, online, on TV, on mobile phones, on the radio, and all over the world.

Graduates of this degree may apply to continue their education with the:

Entertainment Business

Master of Science Degree Program

188

FU L L S A I L U N I V E R SITY

CAMPUS * IF YOURE INTERESTED IN ANOTHER EDUCATIONAL PROGRAM TRACK, PLEASE CONTACT OUR PROGRAM ADMISSIONS PROGRAM DEPARTMENT TO EXPLORE YOUR OPTIONS.

CAMPUS

ONLINE

ONLINE PROGRAM

M U SI C BU SI N ESS

B a ch e l o r of Science Degree Program

189

Areas of Focus

contract
N EG O TI ATI O N S
Law
Contracts in the music business can range from a letter of agreement to an inches-thick document, but regardless of their size, youll need to have an understanding of how to protect your (or your clients) interests. Youll learn how best to do this in courses that examine subjects like music business law and contract negotiations, copyright protection, and more. Youll also explore the many different areas of the business in which legal knowledge is important, from the rules that guide agents, managers, and attorneys to the art of negotiating a sweetheart deal.

COPYRIGHT
PROTECTION

Management

strategic
PLANNING

As either a studio manager or an industry executive, an in-depth knowledge of the protocol, etiquette, and professionalism youll need to thrive in the music business is essential. Skills like effective communication, strategic planning, and an understanding of the various structures in the music business are all learned in the Music Business Bachelors program, helping you to understand how to successfully nurture a clients career or even navigate your own way to the top of the corporate ladder.

communication
S K I LL S

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B a ch e l o r of Science Degree Program

191

Areas of Focus

DISTRIBUTION
Marketing

effective

marketing
plan
A N A LYSIS LYSIS

successful
PROMOTI ON ON

Finding and connecting an artist with an audience is one of the main reasons the music business exists. Whether youre an artist looking for exposure or a record company trying to provide it, the Music Business curriculum will teach you how to analyze and predict customer behavior and then turn that analysis into a marketing plan. Youll learn how to effectively use publicity, merchandising, retail promotions, touring, trade shows, online outlets, and other marketing tools to get music in front of the right people, as a step towards growing and energizing an artists fan base.

artist
CONNECTION

AUDIENCE

Distribution
Like a tree falling in a forest, the best music in the world can remain unheard if nobody ever gets a chance to listen. Next to successful promotion, effective distribution is the best way to give as many people as possible that chance. Whether overseeing the production of a physical product and getting that product into traditional retail channels, or pursuing the expanding opportunities afforded by online outlets, youll develop a keen understanding of the various distribution methods vital to a successful career in the music business.

promotions

RETAIL RET RETAI AIL L

shows

TRAD E

PUBLICITY
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m e r c h a n d is in g
M U SI C BU SI N ESS

B a ch e l o r of Science Degree Program

193

Areas of Focus

structure
Networking
Music Business management will present nine networking workshops throughout the undergraduate business programs to provide students with the necessary networking skills for future success. The sessions cover topics like goal setting, professional etiquette, professional communication and establishing a personal brand. Students will create important networking pieces like business cards, resumes and online portfolios.

SONG

research
personal BRAND

market

Critical Listening
Students develop their ability to listen to music with the critical ear of a music industry professional, learning to discuss the aesthetic and technical elements of live and recorded music with a variety of music business professionals, from engineers to artists. They learn to differentiate and identify by sound various instruments and mixing techniques. Students learn how to optimize the listening experience, explore song structure, and evaluate and discuss music at a professional level.

marketing
PLANS

professional
Final Project
Your nal project is your chance to prove youre prepared to take all the knowledge youve gained throughout the Music Business Bachelors program and combine it with the drive, imagination, and love for music that brought you to Full Sail in the rst place. Youll be responsible for analyzing a real-world music business scenario and working through all the details and components necessary to make it successful from researching the current market conditions and commercial viability, to identifying your sources of funding and investment strategy, to creating a marketing plan and accounting for distribution.

etiquette

music

evaluation
M U SI C BU SI N ESS

194

FU L L S A I L U N I V E R SITY

B a ch e l o r of Science Degree Program

195

Overview
Although every job in the music business is unique, they all need to work in harmony to maximize an artists potential. This real world approach is at the heart of Full Sails Music Business Bachelor of Science Degree program, which will assist you with in-depth knowledge of multiple aspects of the business to include the need for music business professionals working with major record labels, lm, TV, sports media, video game developers, online streaming sites, advertising agencies and more. To be an effective player in the music business, its not just important to be good at what you do, but also to be well-versed in the many different roles within the industry. For example, a bands publicist may not need to book a tour, but being aware of how and why that tour is routed a certain way is invaluable knowledge when it comes to forming a media strategy. By teaching you about the many different roles in the business, the Music Business curriculum allows you to not only focus on what you do best, but also to ensure that your contributions to the big picture are as effective as possible. Youll learn these roles through courses in musicspecic business subjects like Artist Management, Music Copyright and Publishing, Concert Management and Publicity, and Record Label Development, as well as general business concepts like marketing, distribution, and law. After youve absorbed all the necessary knowledge from these varied courses, the Music Business Bachelor of Science Degree program culminates in a nal project in which you analyze a music business company problem and develop managerial and entrepreneurial strategies to address it. In addition to business-specic topics, youll also have courses focusing on communication skills, business statistics, professional presentation, and how to prepare yourself for that rst step into the music business industry. To help you make that transition, weve also got a team of Career Development professionals that can help you polish your interviewing skills and rsum and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.

Objective
The goal is to provide the student with the focused knowledge and understanding of essential business and management skills, further enhancing the students ability to become a successful music business professional in a variety of elds, including recording, artist management, concert management, music publishing, music marketing, music supervision, merchandising, distribution, and e-commerce. Completion of the Music Business Bachelor of Science Degree provides graduates with a portfolio of realworld projects to further careers as entrepreneurs and leaders in the music industry, and for entrylevel business positions with record labels, music publishers, artist management rms, concert promoters and music technology companies.

MUSIC BUSINESS

OVERVIEW & OBJECTIVE

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Music Business
PROGRAM CORE
Code MUB 481 ACG 3223 ENTB 251 MUM 4309 MUB 461 MUB 2513 DGL 101 ENTB 2713 MAN 2020 MKT 210 BUL 4621 MUB 131 MUM 3733 MUM 3308 MUM 4305 REC 2051 MUB 4361 MUB 4715 ENTB 3013 ENTB 3623 MUB 343 ENTB 4913 Totals: Course Artist Management Business Accounting Business Law

Course Descriptions
Program Core
GENERAL EDUCATION
Credit Hours 4.00 4.00 4.00 3.00 4.00 4.00 4.00 3.00

Bachelor of Science Degree Program


Code CLP 1006 MGF 1213 ENC 1101 ENC 1102 PSC 1030 ECO 2005 STA 2026 MAN 3151 HUM 1505 COM 3109 Totals: Course Behavioral Science College Mathematics English Composition I* English Composition II* Fundamentals of Physical Science* Introduction to Economics Introduction to Statistics Leadership and Organizational Behavior Popular Culture in Media Professional Communication and Presentation Credit Hours 4.00 4.00 4.00 4.00 4.00 4.00 3.50 3.50 4.00 4.00 39.00

MUB 481

ENTB 251

MUB 461

MUB 2513

Artist Management
The Artist Management Course explores the career path of the manager. This position plays a significant role in the entertainment business community and in the career of the artist/band. Course topics include: the artist/ manager relationship, launching an artists career, management contracts, development of an artists career path, and sustaining an artists career.

Business Law
The Business Law Course provides an overview of general business practices, including entity formation, insurance, taxes, and accounting. Students study the laws protecting intellectual property in relation to protecting their own work and legally incorporating the works of others. Students study the law and practices of contracts and negotiations. All concepts are explored through legal case studies and applied business projects.

Concert Management and Publicity


The Concert Management and Publicity Course covers a variety of topics that are specific to concert production and the touring industry. This course takes a ground-level approach to concert promotion basics, including how to develop and execute an artists tour and production management. Other topics explored in this course include public safety guidelines, contract riders, unions, staff and equipment booking, and the daily execution of tour schedules.

Critical Listening for Music Professionals


Students develop their ability to listen to music with the critical ear of a music industry professional, learning to discuss the aesthetic and technical elements of live and recorded music with a variety of music business professionals, from engineers to artists. They learn to differentiate and identify by sound various instruments and mixing techniques. Students learn how to optimize the listening experience, explore song structure, and evaluate and discuss music at a professional level.

Business Technology and E-Commerce Concert Management and Publicity Critical Listening for Music Professionals Digital Literacy Excel and Data Reporting Introduction to Management Introduction to Marketing Music Business Law and Contract Negotiations Music Business Management Music Business Marketing Music Copyright and Publishing Music Distribution Music History* Music Merchandising and Retail Promotions Music Supervision Principles of Business Finance Principles of Entrepreneurship Record Label Development Strategic Business Management

Course Outline
Overview of the Artist Manager Developing the Artist/ Manager Relationship Launching the Artists Career The Management Contract

4.00 4.00 4.00 4.00 4.00 4.00 3.00 4.00 2.50 4.00 4.00 4.00 4.00 4.00 83.50

Course Outline
Overview of Entertainment Industries Business Practices An Introduction to Intellectual Property Clearances and Licensing Contracts and Business Law Total credit hours Course length 4.00 4 weeks 4.00 4 weeks

Course Outline
Concert Promotion Basics Examination of the Touring Team for the Artist/Band Working with the Local Team Touring Production Manager Booking Staff and Equipment Public Safety Guidelines and Issues Preparing the Show for the Road Daily Scheduling and Management of the Schedule Contract Riders Vendor Contracts Total credit hours Course length 4.00 4 weeks

Course Outline
Basics of Music: Pitch, Rhythm, Melody, Harmony, Texture, Form, Dynamics Optimizing the Listening Experience Identification of Musical Instruments and Variations Mix Elements and Techniques Past and Current Trends and Sounds in Popular Music Total credit hours Course length DGL 101 4.00 4 weeks

TOTAL CREDIT HOURS: TOTAL WEEKS:

122.5 80

Planning the Artists Career Making the Career Plan Work Career Maintenance and Control Total credit hours Course length

MUM 4309

* This specific course is offered online. Please see course description for details.

These specific courses use the Florida Statewide Course Numbering System (SCNS).

ACG 3223

Business Technology and E-Commerce


The Business Technology and E-Commerce Course addresses emerging technologies and their impacts on business management within the music and entertainment industry. In this course, students explore the proliferation of new technologies and how they are utilized to achieve business goals. Students also learn how to leverage new technologies to reach customers, manage customer relationships, increase revenue and profitability, and optimize their business practices. They learn how to evaluate competing technologies to achieve business goals, and they explore resources that will help them stay current with emerging technologies that can change the industry.

Business Accounting
The Business Accounting Course examines the accounting cycle and the preparation and interpretation of basic financial statements. Students learn the concept of profitability, principles of cost models and controls, and various operational planning techniques that are used to evaluate the performance of a company. The role of accountants in the entertainment industry is examined throughout the course. Students use real-world accounting software to apply concepts learned.

Digital Literacy
The Digital Literacy Course utilizes a collaborative learning environment to introduce basic computer functions, software programs, and web tools that help prepare students with skills for 21st century learning. In addition, students learn the operation and management of the Apple Mac Operating System, Apple hardware, and applicable technology. Students use these tools to complete various projects, conduct Internet research, collaborate with other students, and communicate with instructors.

Chronological Schedule by Months


1 2 3 4 5

DIGITAL LITERACY BEHAVIORAL SCIENCE


6

ENGLISH COMPOSITION I MUSIC BUSINESS MANAGEMENT


7

INTRODUCTION TO MANAGEMENT COLLEGE MATHEMATICS MUSIC HISTORY


8 9

INTRODUCTION TO MARKETING EXCEL & DATA REPORTING


10

Course Outline
The Accounting Cycle

Course Outline
Mac OS and the FSO Learning Platform 21st Century Learning Skills Internet Tools for Research and Learning Collaborating with Peers

INTRODUCTION TO STATISTICS ENGLISH COMPOSITION II


11

CRITICAL LISTENING FOR MUSIC PROFESSIONALS

BUSINESS LAW FUNDAMENTALS OF PHYSICAL SCIENCE


13

INTRODUCTION TO ECONOMICS MUSIC BUSINESS MARKETING POPULAR CULTURE IN MEDIA


14 15

Course Outline
Current Technology Platforms and Trends in the Industry Innovation and Adoption Models Quantifying Usage and Value Total credit hours Course length 3.00 4 weeks

Preparation of Basic Financial Statements Interpretation of Basic Financial Statements Cost Models and Cost Control Decision-Making and Operational Planning Total credit hours Course length 4.00 4 weeks

12

PRINCIPLES OF ENTREPRENEURSHIP BUSINESS ACCOUNTING MUSIC COPYRIGHT & PUBLISHING LEADERSHIP & ORGANIZATIONAL BEHAVIOR
18

PRINCIPLES OF BUSINESS FINANCE RECORD LABEL DEVELOPMENT MUSIC MERCHANDISING & RETAIL PROMOTIONS
20

Total credit hours Course length

4.00 4 weeks

16

17

19

MUSIC BUSINESS LAW & CONTRACT NEGOTIATIONS PROFESSIONAL COMMUNICATION & PRESENTATION

CONCERT MANAGEMENT & PUBLICITY

ARTIST MANAGEMENT MUSIC DISTRIBUTION

MUSIC SUPERVISION BUSINESS TECHNOLOGY & E-COMMERCE

STRATEGIC BUSINESS MANAGEMENT

This specific course uses the Florida Statewide Course Numbering System (SCNS).

198

FU L L S A I L U N I V E R SITY

M U SI C BU SI N ESS

B a ch e l o r of Science Degree Program

199

Course Descriptions
Program Core
ENTB 2713 MKT 210 BUL 4621 MUM 3733 MUM 3308 MUM 4305 MUB 4361 MUB 4715

Excel and Data Reporting


The Excel and Data Reporting Course teaches students to use Microsoft Excel for common business purposes, including analysis and reporting. Course topics include: working with formulas and functions, formatting spreadsheets for effective analysis, creating charts, selecting appropriate chart types, and analyzing entertainment business data. Students identify trends in data and leverage data to convey various business messages.

Introduction to Marketing
The Introduction to Marketing Course explores general marketing concepts as they relate to the nuances of the entertainment business field. Students construct strategic plans in the selection and development of media products, and are introduced to entertainment licensing concepts and promotional avenues, such as trade shows, trade publications, and the Internet. In addition, this course strengthens students understanding of analytical tools and strategic analysis of the entertainment business, knowledge that can facilitate the success of their creative work. Consumer behavior and its effect on the success of entertainment products are also examined.

Music Business Law and Contract Negotiations


Music Business Law and Contract Negotiations revisits and further expands on business law as it relates to the entertainment industry. Students are introduced to contract writing strategies as they examine strengths and weaknesses of real-world entertainment contracts. Students are then given the opportunity to focus on their chosen creative industry and explore specific contract issues. Finally, the role of lawyers, business managers, and agents in the entertainment business industry is addressed.

Music Business Marketing


The Music Business Marketing Course explores marketing concepts as they relate to the nuances of the music business. Students construct strategic plans in the selection and development of music business products, and integrate traditional and non-traditional promotional avenues. In addition, students strengthen the understanding of analytical tools and strategic analysis of the music business, providing them with real world, marketing knowledge that can facilitate the success of their creative work.

Music Copyright and Publishing


The Music Copyright and Publishing Course teaches students how to protect their creative works and provides an overview of the business mechanisms that can affect the use of their songs and those of their clients. Along with the global topics of copyright and music publishing, the course also covers the history of the music publishing industry, royalties, the songwriters contract, publishing options, and an overview of publishing companies.

Music Distribution
The Music Distribution Course Course focuses on the distribution process and the various distribution channels available in the music business industry. This course addresses various distribution components, such as the types of distribution deals currently available in the industry, the examination of the different types of distributors, and the influence of the Internet as a distribution channel. In addition, this course examines the exploitation of a music product for optimal monetization, and the new business models for creating revenue streams.

Music Merchandising and Retail Promotions


One of the biggest economic generators for the music business is merchandising and retail promotions. This course delves into this critical business component and helps students learn how to determine retail strategies that will benefit their clients. This course examines the importance of branding and how it relates to product presentation at the retail level. Students also explore the timeline of product development and learn how to take their product to retail. All types of distribution channels are examined in this course, from traditional big-box retailers to e-commerce and the Internet.

Music Supervision
Students learn how to serve as a creative liaison between the music industry and the visual media industries, including film, television, video games, and advertising. Students develop their ability to determine the musical vision, tone, and style that best suit a given multimedia project. They learn to identify, secure and supervise music-related talent, including composers, songwriters, recording artists, musicians and producers, and to effectively communicate and negotiate with talent representation to obtain necessary clearances.

Course Outline
Formulas and Functions Tables and Charts Data Analysis Data Reporting Total credit hours Course length 3.00 4 weeks

Course Outline
Marketing Plan Research & Development Branding Advertising Public Relations Social Media Integrated Marketing Communications

Course Outline
Historical Overview of the Music Publishing Industry Music Publishing Overview and Concepts Copyright Law Copyright Requirements and Regulations Copyright Protection Copyright and Digital Technology Royalties Total credit hours Course length 4.00 4 weeks

Course Outline
Specific Legal Terminology Relating to the Music Business Industry Contract Writing and Negotiation Industry Contract Issues Lawyers, Business Managers, and Agents Total credit hours Course length 4.00 4 weeks

Course Outline
Distribution Fundamentals Distribution Deal Types Funding a Music Project Licensing Income Interpersonal Sales Techniques Direct Response Infomercials Internet Distribution & Promotion Social E-Commerce in Music Business Total credit hours Course length 3.00 4 weeks

Course Outline
Role and Responsibilities of the Music Supervisor Trends and Players in the Visual Media Industries Identification of Musical Vision, Tone, and Style of a Project Securing Legal Rights of Recordings Working Within an Established Budget to Deliver Music Elements Total credit hours Course length 4.00 4 weeks

Course Outline
Marketing Principles and Terminology Advertising Competitive Tactics Marketing Plan Development

Course Outline
Product Assessment Merchandise Design Trademark Protection Pricing and Cost Analysis Types of Retail Outlets Direct Marketing and Non-store Sales Internet Distribution Live Productions and Music Merchandising Total credit hours Course length 2.50 4 weeks

MAN 2020

Entertainment Licensing and Promotion Merchandising Public Relations Branding Total credit hours Course length 4.00 4 weeks

Introduction to Management
The Introduction to Management Course analyzes the management principles that lead to a successful company, as well as the nature of business decisions. Students learn about creating and maintaining organizational structure within leadership and legal contexts, and further examine human resource principles. The course also contains an introduction to risk management principles and practices, provides different types of risks and the strategies used to minimize them in relation to physical assets, legal liability, employee benefit programs, taxes, and retirement costs.

Total credit hours Course length

4.00 4 weeks

MUB 131

Music Business Management


The Music Business Management Course provides students with an overview of music business corporate structure and the support companies that assist in the development and distribution of music. The course also covers management configuration for each type of entity, from organizational structure to specific job responsibilities of various positions within these companies.

REC 2051

Music History*
The American music industry has generated hits and new style combinations through every decade. The Music History Course surveys this rich evolution from its roots through modern times, through sound and video, while examining each musical styles respective sociological and technological precedents.

Course Outline
Creating and Maintaining Organizational Structure in a Leadership vs. Legal Context Human Resource Principles Employee Benefit Programs and Taxes Local and National Labor Laws Risk Management Entertainment Business Management Case Studies Total credit hours Course length 4.00 4 weeks

Course Outline
Distribution Fundamentals Distribution Deal Types Funding a Music Project Licensing Income Interpersonal Sales Techniques Direct Response Infomercials Internet Distribution & Promotion Social E-Commerce in Music Business Total credit hours Course length 4.00 4 weeks

Course Outline
Folk and Country Music Blues, Soul Gospel, and Jazz Popular Music of America 1850-1995 Total credit hours Course length 4.00 4 weeks

This specific course uses the Florida Statewide Course Numbering System (SCNS).

200

FU L L S A I L U N I V E R SITY

M U SI C BU SI N ESS

B a ch e l o r of Science Degree Program

201

Course Descriptions
Program Core
ENTB 3013 MUB 343

General Education
CLP 1006

Principles of Business Finance


The Principles of Business Finance Course provides students with the skills needed to make financial decisions in a business environment. Students examine the process of financial analysis, financing operations and growth, and the concept of risk versus return. In addition, fundamental financial topics are covered, such as the time value of money, capital budgeting, business valuation, risk management, and personal finance.

Record Label Development


The Record Label Development Course is designed to familiarize students with the various departments within both major and independent record labels. Students in this course delve into specific departments of a record label and learn the role that each plays in its success. The course examines all departments ranging from A&R to Business Affairs.

Behavioral Science
The Behavioral Science Course introduces students to the complexities of self-awareness, self-directed learning, and effective interpersonal interactions. Students will learn to recognize the challenges that individuals face in a world that is technologically evolving at a rapid pace. They will become equipped with new ways to address their personal motivations, and will work to improve their learning strategies and methods of interacting within the Full Sail community. Students will also enhance their ability to analyze and evaluate information.

ENC 1101

PSC 1030

STA 2026

HUM 1505

COM 3109

English Composition I*
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.

Fundamentals of Physical Science*


The Fundamentals of Physical Science Course teaches students how to understand the world through fundamental physical concepts such as: force and motion, energy and mechanics, electricity and magnetism, properties of solids and fluids, transmission of sound, and behavior of light. Emphasis is placed on how problems describing nature are approached in terms of physical theories and mathematical formula.

Introduction to Statistics
The Introduction to Statistics Course introduces statistics as a tool for decisionmaking. The first part of this course reviews how to collect, present, and organize data. It explores measures of central tendency and dispersion and how to calculate them. The course concentrates on representing data visually by creating and interpreting charts and graphs, exploring relationships found in data through correlation analysis, and assigning probability and calculating the likelihood of the occurrence of events. This knowledge is applied in solving problems and making decisions based on quantifiable data.

Popular Culture in Media


The Popular Culture in Media Course examines the role and importance of popular culture, providing a rich background for students to understand the historical and social impact of popular culture. Students are introduced to media milestones in popular culture history, and they explore the influence of popular culture on social trends. Course topics include genre studies, the uses of celebrity, the power of the audience, the effects of new technology and new media, and much more. Students develop a critical approach to analyzing broadcasts, advertisements, films, print, audio recordings, games, and web sites that make up and shape our popular culture.

Professional Communication and Presentation


The Professional Communication and Presentation Course exposes students to various forms of written and oral communication through technical, electronic, and creative-writing activities. In addition, students develop competency in visual presentation design. Through practice and development of written and oral skills, students sharpen their abilities to craft effective documents and presentations, while gaining confidence in both the content of their message and their ability to clearly convey it.

Course Outline
The Major Label Overview The Independent Label Overview The Role of A&R Art Department Business Affairs Legal Department Marketing Department Promotions Department Publicity Sales

Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness Total credit hours Course length 4.00 4 weeks

Course Outline
Financial Analysis Time Value of Money Debt vs. Equity Financing Budgeting and Forecasting Capital Budgeting Techniques Business Valuation Risk Management Personal Finance Total credit hours Course length 4.00 4 weeks

Course Outline
Self-Awareness Self-Regulation Motivation Empathy Social Skills Total credit hours Course length 4.00 4 weeks MGF 1213 4.00 4 weeks

Course Outline
Force and Motion Energy and Mechanics Electricity and Magnetism Solids and Fluids Transmission of Sound Behavior of Light Physical Theories and Mathematical Formulas Total credit hours Course length 4.00 4 weeks

Course Outline
Overview of Business Statistics Business Statistics Terminology Collecting and Organizing Data Presentation of Statistical Data Problem-solving Using Statistics Total credit hours Course length 3.50 4 weeks

Course Outline
Popular Culture As Social Phenomena Approaches to Understanding Popular Culture Popular Culture and Media Technology Popular Culture and The Consumer/Audience Total credit hours Course length 4.00 4 weeks

Course Outline
Modes of Written and Oral Presentation Generating Ideas, Identifying Purpose, and Developing Content Audience Analysis Personal Image Presence and Image of Written Communication Presentation Strategies Technical Development of a Presentation Total credit hours Course length 4.00 4 weeks

ENC 1102

Total credit hours Course length

College Mathematics
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. Firsttime algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.

English Composition II*


The English Composition II Course is designed to build upon the competencies acquired in English Composition I and to further refine students writing process. Students will develop proficiency in academic writing, information literacy, and critical thinking abilities. Through the study of argument, persuasive appeals, and learning to identify and avoid logical fallacies, students will learn to produce sophisticated arguments of their own.

MAN 3151

ENTB 3623

ENTB 4913

Principles of Entrepreneurship
The Principles of Entrepreneurship Course examines the role of entrepreneurs in the entertainment industry and their effect on the global economy. The behaviors and motivations of entrepreneurs are explored. Students learn the steps required to launch a start-up company. Other topics covered include types of business entities and tax implications, business licenses, competitive advantage, and operations. This course provides an examination of the challenges and benefits of choosing entrepreneurship as a career path.

Strategic Business Management


The Strategic Business Management Course presents students with complex, real-world business scenarios related to the entertainment industry. Students analyze the scenarios, assess potential action steps, and develop strategic plans to address the scenarios. Through this process, students evaluate the management, marketing, financial, legal, and ethical decisions that affect realworld business decisions. Students also assess external entrepreneurial opportunities that these scenarios could generate.

ECO 2005

Leadership and Organizational Behavior


The Leadership and Organizational Behavior Course consists of an inquiry into the characteristics essential in inspiring others to action. Students identify their personal strengths and weakness through selfassessment, expanding their awareness of these qualities to include their effect on other individuals and group behavior. The course provides strategies for decision-making and building effective teams, and encourages students to explore the difficulties, compromises, and rewards of the collaboration process.

Introduction to Economics
The Introduction to Economics Course examines the principles of economics that influence decision-makers, both consumers and producers, within the global economic system. Students examine the features of and reasons for different economic systems throughout the world. Supply and demand, fiscal and monetary policies, and international trade benefits and costs are discussed. The course provides a solid understanding of economics and how economics affects the entertainment business industry.

Course Outline
Review of Basic Arithmetic Operations with the Real Number System Measurement and Number Systems Exponents & Radical Expressions Linear Equations & Inequalities Graphing Proportions, Formulas, and Word Problems Introductory Statistics and Probability

Course Outline
Critical Analysis Argument Information Literacy Research Methods of Documentation of Sources Total credit hours Course length 4.00 4 weeks

Course Outline
Leadership Group Dynamics Motivating Building Effective Teams Decision-making Conflict Resolution

Course Outline
Supply and Demand Consumer Behavior International Economics Role of Government

Course Outline
Role of the Entrepreneur The Entrepreneurial Mindset Case Studies in Entrepreneurship Entrepreneurship as a Career Total credit hours Course length 4.00 4 weeks

Course Outline
Business Problem Analysis Strategic Management Decisions Total credit hours Course length 4.00 4 weeks

Business Applications and Mathematical Models Total credit hours Course length 4.00 4 weeks

Monetary Policy Total credit hours Course length 4.00 4 weeks

Total credit hours Course length

3.50 4 weeks

* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.

This specific course uses the Florida Statewide Course Numbering System (SCNS).

202

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M U SI C BU SI N ESS

B a ch e l o r of Science Degree Program

203

Areas of Focus
Sound Fundamentals Music Production Recording and Mixing Postproduction

Recording

Arts
Bachelor of Science Degree Program
Music affects us like no other art form, attaching to key moments in our lives and remaining as connected to our memories as images and emotions. Great audio does the same for all of our favorite entertainment amplifying their impact with everything from multichannel soundtracks for blockbuster lms, to iconic video game sound effects. And while the knob-turners helping produce this media may not always get the same kind of acclaim as the musicians, lmmakers, and game designers, having the right set of hands behind the controls is the key to ensuring that audio is recorded accurately, effectively, and with a resonance that makes the hairs on your neck stand on end.

The Recording Arts Bachelors Degree Program at Full Sail University is designed to give you the skills you need to get your hands on those controls, and deliver those same feelings to listeners, whether in the studio with a groundbreaking artist, in audio postproduction on a Hollywood lm, creating sound effects for video games, or using digital and analog tools to produce your own tracks. At Full Sail, youll be surrounded by a group of fellow students, educators, and industry guests who share your passion for the kind of powerful sound and music that stays with an audience long after a track ends or the credits roll.

Graduates of this degree may apply to continue their education with the:

Entertainment Business

Master of Science Degree Program

204

FU L L S A I L U N I V E R SITY

* IF YOURE INTERESTED IN ANOTHER EDUCATIONAL PROGRAM TRACK, PLEASE CONTACT OUR PROGRAM ADMISSIONS PROGRAM DEPARTMENT TO EXPLORE YOUR OPTIONS.

CAMPUS

ONLINE

CAMPUS

ONLINE PROGRAM

R ECO R D I N G A RTS

B a ch e l o r of Science Degree Program

205

Areas of Focus

Sound Fundamentals
What if your console malfunctions in the middle of a session? Wheres the best spot to place a mic for a kick drum? How do you tell a musician youre working with that their instrument is out of tune? By ensuring that you have the sound fundamentals required in the recording arts, Full Sails program prepares you for any of these situations and more. Classes in critical listening will help tune your ear to recognize problems with an instrument or vocal, as well as various technical anomalies that might effect the quality of a recording. Audiotronics courses provide an understanding of the use and maintenance of the audio hardware and software youll be using in modern studios; in these classes youll not only be learning how to troubleshoot digital audio workstations, but also how to wire, solder, and test electronic equipment. Other courses teach microphone theory, professional etiquette, and the industry-standard workow youll encounter in real-world studio situations.

signal F LOW

RECORDING

s e s s io n

digital audio
W O R K S TAT I O N S

MIC
PLA CEM ENT

206

FU L L S A I L U N I V E R SITY

R ECO R D I N G A RTS

B a ch e l o r of Science Degree Program

207

Areas of Focus

Music Production
Taking a musicians ideas and translating them into a recorded product can be a powerful experience. But its a combination of music theory and technical knowledge thats needed to make that experience as productive and creatively fullling as possible. No matter what the genre, there are fundamental songwriting and production methods that build the foundation of a great track, and the Recording Arts program can teach you the same processes used by top producers in the industry. From guring out the perfect place for a microphone to helping an artist develop song structure and melody, courses in music production and theory highlight proven creative techniques for making greatsounding music. Youll learn songwriting and music development, as well as vocal production techniques that best highlight the emotion of the lyrics. Classes on music history are also designed to diversify and enrich your knowledge and awareness of all types of music, as well as give you a deeper understanding of the societal role music has played throughout the years.

surround SOUNDMIXER

music HI ST ORY

ear earTRAINING
sk i l l s

Recording and Mixing


Audio recording is one of the most diverse art forms in the entertainment industry, with different styles, formats, and production needs for everything from stripped-down garage rock to multi-channel lm and video game soundtracks. No matter what medium youre working in, the ultimate goal of the recording process is to capture great performances on tape, and the Recording Arts program covers the wide range of skills youll need to run a successful studio session. Courses in session recording, audio workstations, and mastering teach the theory and operation of recording and mixing equipment in a modern studio setting. Just as importantly, youll also apply your knowledge of engineering standards by working with live musicians in real-world recording scenarios allowing you to develop creative production skills in sound design, artist collaboration, and recording session etiquette.

sound

EFFEC TS

208

FU L L S A I L U N I V E R SITY

R ECO R D I N G A RTS

B a ch e l o r of Science Degree Program

209

Areas of Focus

MIX M A S TER

record

postproduction
PROJECT

music B U SI NESS
PREPARATION PREPARA ARATION

Postproduction
The art of recording isnt limited to laying down tracks for musicians. Full Sails program allows you to take your studio skills and learn how to apply them to the creation and recording of dialogue, music, and sound effects for lms, television shows, and video games. Whether you want to be a foley artist generating sound effects for the big screen, a sound designer for video games, a dialogue editor for a television show, or a surround-sound mixer, the postproduction component of the Recording Arts degree helps you develop a broader understanding of the audio industry and the skills you need to excel within it.

DEVELOPMENT

skill set

210

FU L L S A I L U N I V E R SITY

R ECO R D I N G A RTS

B a ch e l o r of Science Degree Program

211

Overview
Full Sail began in 1979 as a recording school; though weve grown over the years to include many different aspects of media and digital arts education, our dedication to studio production and audio engineering has never wavered. But just as the Full Sail of today is different than the Full Sail of 1979, the areas in which recording arts skills can be applied have expanded into various entertainment industries. Beyond just teaching you how to capture an artists sound in the studio, Full Sails Recording Arts program is a thorough, constantly developing curriculum that encompasses analog and digital recording, live music production, and audio postproduction for lm, television, and video games. From acoustic principles, amplication technology, and signal ow, to interactive audio, MIDI techniques, and sound effect design, we cover the many different procedures, formats, and applications found in the recording arts world. By working with the same gear found in some of the nest professional studios, youll gain the condence and skills needed to succeed in these environments after graduation. In addition to music production skills and techniques, youll also learn communication skills, music history, critical listening, songcraft, entertainment business and law, and how to prepare yourself for that rst step into the music industry. To help you make that transition, weve also got a team of Career Development professionals that can help you polish your interviewing skills and rsum and get you ready to enter the job market. In addition, our Career services and advisors will be available for support and assistance throughout your career not just during your education.

Objective
Our goal is to provide you with the focused knowledge and understanding of audio needed to qualify for entry-level industry positions as assistant engineers, music recording engineers, postproduction audio engineers, MIDI/digital audio workstation operators and programmers, music/ effects/dialogue editors, live production engineers, assistant maintenance technicians, and a variety of other positions in the audio industry. In addition to technical prociency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.

RECORDING ARTS

OVERVIEW & OBJECTIVE

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Recording Arts
PROGRAM CORE
Code REC 4315 REC 3413 REC 3623 REC 4735 REC 1801 REC 2803 REC 2413 REC 2141 REC 2513 REC 1751 REC 2223 DGL 101 REC 4935 REC 2623 MUB 2011 SHP 2031 REC 1630 REC 1731 MUM 3308 MUH 2051 MUH 3051 REC 4511 Course

Course Descriptions
Program Core
REC 4315 Credit Hours 4.00 4.50 3.50 4.00 2.50 4.50 4.00 3.00 2.50 3.00 4.00 4.00 4.00 3.50 2.00 4.00 3.00 4.00 4.00 2.00 2.00 4.00 Totals: 32.00 REC 3413 Totals: 95.50 MUT 1023 REC 2131 MUM 1608 REC 2901 REC 3011 REC 3123 Music Theory Principles and Applications of Electricity Recording Consoles Session Recording Songwriting and Development Vocal Production 2.50 2.50 4.00 4.50 2.00 4.00 REC 3623 REC 1801 REC 2413

Bachelor of Science Degree Program

Advanced Audio Postproduction Advanced Audio Workstations Advanced Interactive Audio Advanced Session Recording Audio File Management and Documentation* Audio Postproduction Audio Workstations Audiotronics Critical Listening Digital Audio and Theory Digital Consoles Digital Literacy Digital Mastering Interactive Audio Introduction to Music Business Introduction to Show Production Systems Microphones and Theory MIDI Music Copyright and Publishing Music History I* Music History II* Music Producing and Arrangement

Advanced Audio Postproduction


The Advanced Audio Postproduction Course provides students with an advanced view of the process of audio postproduction for feature film and television. This course focuses on the creative development of audio postproduction elements, such as sound effect design, music editing, dialogue editing, and the final mixing process. The final mix of a film or television soundtrack requires many different sound layers; this course specifically examines each one of these elements while engineering the finished product.

Advanced Interactive Audio


The Advanced Interactive Audio Course addresses advanced sound design techniques for interactive media. The curriculum expands upon the concepts introduced in the Interactive Audio course, by applying these foundational techniques to advanced project work and expanding established technical skills. Students in this course learn interactive media concepts including game audio applications and sound design principles. Students also learn the role of a sound designer for games, as they explore the overall process of creating various sound elements for games.

Audio File Management and Documentation*


The Audio File Management and Documentation Course provides students with a comprehensive understanding of many different audio file formats and the proper management and documentation of these files. Additional topics addressed in this course include professional management standards for audio files and file documentation standards for various audio production applications. This course helps to develop students professional demeanor through careful examination of industry standards, workflow, protocol, etiquette, and vocabulary.

Audio Workstations
The Audio Workstations Course explores the digital audio workstation environment through an overview of digital audio concepts and practices. Students receive instruction and practical experience with powerful computerbased recording systems typically found in the modern recording and show production industry.

Course Outline
Workstation Hardware and Software Workstation Techniques and Procedures File Management Digital Audio Theory and Practice Total credit hours Course length 4.00 4 weeks

GENERAL EDUCATION
Code ART 2007 CLP 1006 MFG 1213 CGS 1000 ENC 1101 PHY 1000 ENC 326 SPC 1606 Course Art History* Behavioral Science College Mathematics Computer Science and Internet* English Composition I* Fundamentals of Physics Professional Writing* Public Speaking Credit Hours 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00

Course Outline
Sound Effect Design and Editing Music Editing for Film and Television Dialogue Editing for Film and Television: ADR, Overdubs Sound Effect Design for Film and Television Mixing and Processing: Troubleshooting Total credit hours Course length 4.00 4 weeks

Course Outline
Mobile Phone Sound Development Game Sound Development Advanced Internet Audio Techniques Problem-solving Techniques with Interactive Audio Advanced Game Sound Design Total credit hours Course length 3.50 4 weeks

Course Outline
Overview Audio File Formats Understanding Audio File Format Management Audio Session Documentation Development of Audio File Problem Solving Skills Professional Etiquette and Protocol Total credit hours Course length 2.50 4 weeks

REC 2141

Audiotronics
The Audiotronics Course provides an understanding of the proper maintenance and utilization of equipment found in music production studios and live event production venues. It begins with fundamental electronics and teaches the use of electronic test equipment, soldering skills, and cable maintenance. Students also explore maintenance and troubleshooting of electronic circuits and media systems. Emphasis is placed on the application of course information through individual lab projects and classroom demonstrations. Students are challenged to solve a variety of real-world technical problems that often arise in the audio industry.

TOTAL CREDIT HOURS: TOTAL WEEKS:


* These specific courses are offered online. Please see course description for details.

127.5 80

Advanced Audio Workstations


The Advanced Audio Workstations Course provides students with an opportunity to expand their knowledge and skills in digital audio workstation theory and techniques. Within this course, students apply their workstation skills to highly specialized concepts and procedures such as advanced synchronization, surround production, data compression and encoding used for DVDs, and multichannel feature films.

REC 4735

Advanced Session Recording


The Advanced Session Recording Course provides extensive education in the theory, philosophy, and practice of contemporary music production in world-class studio facilities. Emphasis is placed on how to conduct a music session and how to work with a band in a studio setting. Additional topics of study include studio signal flow, recording techniques, and synchronization. Students utilize current audio recording technology for advanced studies in order to gain expertise in the art and science of music production.

REC 2803

Audio Postproduction
The Audio Postproduction Course provides students with an overview of the creation and recording of production sound and audio postproduction sound design for feature film and television. Subjects include the history of the audio postproduction process, the recording of production sound, timecode and synchronization, the feature film audio postproduction process, and the television audio postproduction process.

Chronological Schedule by Months


1 2 3

These specific courses use the Florida Statewide Course Numbering System (SCNS).

Course Outline
Electronics and Test Equipment Computer Maintenance Audio Systems Maintenance and Troubleshooting Lighting Fixture Maintenance Total credit hours Course length 3.00 4 weeks

DIGITAL LITERACY BEHAVIORAL SCIENCE


6

COMPUTER SCIENCE & INTERNET COLLEGE MATHEMATICS


7

MUSIC THEORY FUNDAMENTALS OF PHYSICS


8

RECORDING CONSOLES MICROPHONES & THEORY


9

MIDI DIGITAL AUDIO & THEORY


10

Course Outline
Advanced Editing and Mixing Problem Solving Techniques Synchronization Film and Surround File Management Total credit hours Course length 4.50 4 weeks

Course Outline
History of Audio Postproduction Recording Production Audio for Film and Video Timecode and Synchronization Feature Film Audio Postproduction Process Television Audio Postproduction Process Total credit hours Course length 4.50 4 weeks

INTRODUCTION TO SHOW PRODUCTION SYSTEMS AUDIO FILE MANAGEMENT & DOCUMENTATION


11

Course Outline
Studio Session Protocol and Etiquette Advanced Studio Signal Flow Advanced Recording Practices and Procedures Advanced Recording Techniques Recording Projects and Problem Solving Techniques Total credit hours Course length 4.00 4 weeks

AUDIOTRONICS PRINCIPLES & APPLICATIONS OF ELECTRICITY


12

DIGITAL CONSOLES ENGLISH COMPOSITION I


13

AUDIO WORKSTATIONS CRITICAL LISTENING


14

INTERACTIVE AUDIO PUBLIC SPEAKING


15

AUDIO POSTPRODUCTION MUSIC HISTORY I


16

SESSION RECORDING INTRODUCTION TO MUSIC BUSINESS


17

VOCAL PRODUCTION SONGWRITING & DEVELOPMENT


18

ADVANCED AUDIO WORKSTATIONS PROFESSIONAL WRITING


19

ADVANCED INTERACTIVE AUDIO MUSIC HISTORY II


20

MUSIC COPYRIGHT & PUBLISHING ART HISTORY

ADVANCED AUDIO POSTPRODUCTION

MUSIC PRODUCING & ARRANGEMENT

ADVANCED SESSION RECORDING

DIGITAL MASTERING

* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.

214

FU L L S A I L U N I V E R SITY

R ECO R D I N G A RTS

B a ch e l o r of Science Degree Program

215

Course Descriptions
Program Core
REC 2513 REC 2223 REC 4935 MUB 2011 REC 1630 MUM 3308 MUH 3051 REC 4511

Critical Listening
The Critical Listening Course focuses on developing critical listening skills through an engineering perspective that uses recorded music from studio sessions, live concert material, and audio postproduction mixes as the subject of analysis. Course topics include psychoacoustics of various audio environments, critical listening and the identification of engineering techniques such as balance, panning, EQ, reverb, compression, delay, and time-based effects, and instrument identification. Students also hone their critical listening skills by examining stylistic comparisons of engineering and mix techniques from several accomplished producers, studio engineers, and live engineers.

Digital Consoles
The Digital Consoles Course introduces the theory and operation of digital audio consoles in the music production and live event production environments. Students in this course explore the audio signal flow of digital consoles as well as the computer automation and recall systems they employ. Additional course topics include signal routing and processing, digital console design, audio signal paths, digital plug-ins, audio file management, live audio digital consoles, music production digital consoles, and digital console automation and recall.

Digital Mastering
In this final course of the Recording Arts Bachelors Degree Program, the Digital Mastering Course, students participate in an in-depth, project-oriented class that addresses the creative and technical issues involved in advanced music mastering, editing, and delivery. Additional course topics include CD and DVD mastering, multichannel audio formats, and the standards and practices of digital mastering.

Introduction to Music Business


The Introduction to Music Business Course takes students through the overall business structures of various types of music businesses. The music industry is comprised of various players, companies, unions, not-for-profit associations, and other bodies that influence the music production and live event industries. It is important for any individual to understand all of the different components that impact this industry. Course topics address the following positions within the studio and live event industries: record producer, music publisher, booking agent, promoter, and tour manager. Additional topics include copyright collectives, performance rights organizations, music business deal structures, music distribution, and the tour industry model.

Microphones and Theory


The Microphones and Theory Course explores the application, placement, and creative usage of microphones in music production environments. The course includes the evaluation of various environments both in studio and live-location production along with recommended microphone applications for each setting. Students in this course learn about microphone design theory, microphone polar patterns, and the recording process.

Music Copyright and Publishing


The Music Copyright and Publishing Course teaches students how to protect their creative works and provides an overview of the business mechanisms that can affect the use of their songs and those of their clients. Along with the global topics of copyright and music publishing, this course also covers the history of the music publishing industry, royalties, the songwriters contract, and publishing options, and provides an overview of publishing companies.

Music History II*


While Bob Dylan, The Beatles, and James Brown led popular music into its most creative period, the baby boomer generation developed a political awareness. Their revolutionary movements later settled into apathy in the late 70s, and the music business took a profitable turn by developing a business model of selection and promotion. With a basis in the origin of American Music from the Music History I Course, the Music History II Course illustrates how the music industry continued to evolve. From 1975 through recent decades, the convergence of film, magazines, MTV, and the Internet in the promotion of new acts has cultivated a broad array of career paths for todays student amid every facet of the music industry.

Music Producing and Arrangement


The Music Producing and Arrangement Course addresses musical concepts of melody, rhythm, harmony, and the arrangement of a rhythm section, solo instruments, or voice. Learning will focus on grasping the conceptual process of combining individual components to complete a musically sound arrangement. Students will be led through an exploration of the use and integration of MIDI technology and sequencing as it relates to rhythm section and lead-line writing. Various contemporary music styles and the music concepts comprising them will be examined. Additional course topics will address music production from an engineering perspective, demonstrating how knowledge of compositional elements such as melody, harmony, arranging, and orchestration help provide the foundation and focus of contemporary styles and techniques. Great producers and musicians will be analyzed for study, including George Martin, Quincy Jones, Phil Spector, Daniel Lanois, Peter Gabriel, Prince, Brian Eno and Jeff Mutt Lange.

Course Outline
Critical Listening Skills and Final Project Development Music Mastering Skills CD and DVD Mastering Multi-audio Formats Digital Mastering Process

Course Outline
Overview of Microphones Architecture and Varieties Microphone Polar Patterns Microphones and Measurements/ Specifications Creative Microphone Applications Microphone Selection and Music Genres Total credit hours Course length 3.00 4 weeks

Course Outline
Digital Console Overview and Applications Digital Consoles Automation and Recall Systems Studio Concepts and Practices Total credit hours Course length DGL 101 4.00 4 weeks

Course Outline
Historical Overview of the Music Publishing Industry Music Publishing Overview and Concepts Copyright Law Copyright Requirements and Regulations Copyright Protection Copyright and Digital Technology Royalties

Course Outline
Critical Listening and Engineering Analysis Psychoacoustics of Critical Listening Environments Engineering Techniques and Critical Listening Critical Listening Techniques for Various Audio Applications Case Studies Total credit hours Course length 2.50 4 weeks

Course Outline
The Popular Music Revolution 19651970 Big Business Music, Promotion Convergence vs. the Fringe 19701990 Total credit hours Course length 2.00 4 weeks

Course Outline
Music Business Structures Understanding of the Various Job Titles in the Studio and Live Event Industries 4.00 4 weeks Performance Rights and Organization Overviews Overview of Deal Structures and Distribution Agreements Case Studies Total credit hours Course length 2.00 4 weeks

Problem Solving Case Studies Total credit hours Course length

Course Outline
Arranging

Digital Literacy
The Digital Literacy Course utilizes a collaborative learning environment to introduce basic computer functions, software programs, and web tools that help prepare students with skills for 21st century learning. In addition, students learn the operation and management of the Apple Mac Operating System, Apple hardware, and applicable technology. Students use these tools to complete various projects, conduct Internet research, collaborate with other students, and communicate with instructors.

REC 1731

REC 2623

Interactive Audio
The Interactive Audio Course introduces students to the importance of high-quality audio for all applications of interactive media. Students delve into specific examples of audio and explore how they apply to the final product. The course provides a survey of audio, computer, and synthesis fundamentals as applied to streaming audio, video games, and other interactive content.

MIDI
Musical Instrument Digital Interface (MIDI) is the electronic marriage of music and computer technology that revolutionized music composition, recording, and arrangement. Students are introduced to the history of the MIDI concept, its principles and theory, and MIDI production techniques as well as MIDI control, synchronization, troubleshooting, and the design of MIDI systems. Students also survey the effect of MIDI on the modern recording studio environment and examine live audio MIDI applications. Finally, students learn how to interface computers with musical instruments for recording and live performance applications.

Total credit hours Course length

4.00 4 weeks

Creativity Budgets and Management Development of an Engineering Style Psychology and Creative Development Total credit hours Course length 4.00 4 weeks

MUH 2051

REC 1751

Digital Audio and Theory


In the audio engineering field, it is vital that todays student has a solid understanding of digital audio and the theories associated with this technology. The Digital Audio and Theory Course examines digital audio in various audio applications, preparing students for working in the digital audio realm.

Music History I*
The American music industry has generated hits and new style combinations through every decade. The Music History I Course surveys this rich evolution from its roots through modern times in two classes, examining each musical styles respective sociological and technological precedents. Music History I explores the unique historical and cultural conditions that serve to make American music distinctly original.

SHP 2031

Course Outline
Mac OS and the FSO Learning Platform 21st Century Learning Skills Internet Tools for Research and Learning Collaborating with Peers Total credit hours Course length 4.00 4 weeks

Introduction to Show Production Systems


The Introduction to Show Production Systems Course introduces students to the basic concepts of live event terminology and technical systems. Console overviews and basic interfacing are introduced in preparation for future lab sessions, and additional emphasis is placed on defining live audio components and the system interface.

MUT 1023

Course Outline
Fundamentals of Audio for Interactive Media Applications Sound Design and Postproduction for Various Interactive Media Multichannel Surround Sound Formats and Applications Digital Audio Theories and Interactive Media Issues Total credit hours Course length 3.50 4 weeks

Music Theory
The Music Theory Course encompasses a thorough study of the workings of music and sound. Students will study music theory, song form, and notation as well as develop ear-training skills. The focus of the course lies in understanding the construction of music and gaining the ability to communicate effectively with musicians, composers, directors, programmers, and producers in the professional audio production environment.

Course Outline
Fundamentals of Digital Audio Digital Audio Recording Digital Audio Reproduction and Error Correction Digital Audio and Media Formats Digital Signal Processing Total credit hours Course length 3.00 4 weeks

Course Outline
MIDI Concepts Sequencing MIDI Hardware and Software Synchronization Total credit hours Course length 4.00 4 weeks

Course Outline
Roots of American Music: EuropeanAmerican Folk, and Blues/Gospel Urban and Rural Popular Forms of the Early 20th Century: Jazz Age Pop, Country The Pop Music for Youth Explosion 1945 to 1965 Total credit hours Course length 2.00 4 weeks

Course Outline
Industry Study Audio Components and Terminology Technical Systems Interface and Layout Small System Setup and Engineering Total credit hours Course length 4.00 4 weeks

Course Outline
Music Theory and Construction Song Form and Instrumentation Music Notation Ear-Training Total credit hours Course length R ECO R D I N G A RTS 2.50 4 weeks

* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.

This specific course uses the Florida Statewide Course Numbering System (SCNS).

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Course Descriptions
Program Core
REC 2131 REC 2901 REC 3011 REC 3123

General Education
ART 2007 MGF 1213 ENC 1101 ENC 326

Principles and Applications of Electricity


The Principles and Applications of Electricity Course is designed to teach principles and applications of electricity needed by the entertainment industry professional. With an emphasis placed on safety procedures, students gain knowledge of electrical systems as they apply to studio and live event production. Areas of study include: DC theory, Ohms Law, introduction to AC, single-phase and threephase power, motor systems, electrical test equipment and measurement, live event power distribution systems, wire and cabling types for power systems, portable generator power applications, and grounding schemes. Students will design, build, and test a basic electrical distribution system. This course also provides the fundamental concepts required to better understand the electronic circuits found within audio, video, and lighting equipment.

Session Recording
The Session Recording Course provides overall experience in the theory, philosophy, and practice of contemporary music production in a world-class studio facility. The course introduces the theory and operation of large-format audio consoles. Emphasis will be placed on how to conduct a music session and how to work with a band in a studio setting. Additional topics of study will be studio signal flow, recording techniques, and synchronization. Students utilize cutting-edge audio recording technology for advanced study in order to gain expertise in the art and science of music production.

Songwriting and Development


In the Songwriting and Development Course, basic songwriting techniques will be addressed; students will develop a strong sense of form, melody, harmony, bass line development, and rhythm. An introduction to lyric considerations for various musical genres will be explored, and all of these course topics will be connected and related to the standpoint of the audio engineer. Additional topics will include modulation and modality, transitional bridge and primary bridge, rhythm, rhyme and form, compositional decision-making, effective arrangements for lead vocals, and supporting the style and structure of a song with appropriate instruments. The over-arching goal of this course is convey to audio engineers the significance of songwriting in the production process and to assist audio engineers in making appropriate technical decisions based on the song and the artist.

Vocal Production
The Vocal Production Course will specifically address the production of vocal tracks and voice-overs for various media and musical applications. The creative component of this course will explore techniques and strategies for capturing the best vocal performance. Other topics of study will include preproduction with vocalists, establishing producer/vocalist rapport, conducting a vocal session, vocal compilation and background vocals, microphone selections, signal processing for vocals and voice-overs, and mixing for vocals and voice-overs.

Art History*
The Art History Course introduces students to selected, impactful monuments of art and architecture in the Western tradition from the prehistoric to post-modernism era studied in relation to the intellectual background of the ages and civilizations that produced them. Lectures accompanied by various visual mediums inspire discussions of assigned readings in philosophical, religious, scientific, political, literary, artistic, and cultural contexts.

College Mathematics
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. Firsttime algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.

English Composition I*
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.

Professional Writing*
The Professional Writing Course is designed to further develop the rational/logical functions of the brain while cultivating intellectual prowess to master multiple genres of writing. Students identify and practice different writing styles while exploring the purposes of writing vital to their success as professionals.

Course Outline
Review of Basic Arithmetic Operations with the Real Number System Measurement and Number Systems Exponents & Radical Expressions Linear Equations & Inequalities

Course Outline
Multi-Disciplinary Writing Strategies for Drafting, Revising, and Proofreading Professional Documents Manuscripts and Adaptations Reports and Proposal Writing Total credit hours Course length 4.00 4 weeks

Course Outline
Ancient Art Medieval and Renaissance Art Modern Art Post-modern Art Total credit hours Course length CLP 1006 4.00 4 weeks

Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness Total credit hours Course length 4.00 4 weeks

Course Outline
Studio Signal Flow Recording Practices and Procedures Recording Techniques Recording Projects Total credit hours Course length 4.50 4 weeks

Course Outline
Technical and Strategic Applications for Vocal Performances Conducting a Vocal Session Microphone Selection for Vocals and Voice-overs Signal Processing for Vocals and Voice-overs Mixing for Vocals and Voice-overs Total credit hours Course length 4.00 4 weeks

Graphing Proportions, Formulas, and Word Problems Introductory Statistics and Probability Business Applications and Mathematical Models Total credit hours Course length 4.00 4 weeks

Course Outline
Electrical Theory Study of Ohms Law: Resistance/Voltage/Current Introduction to AC Electrical Systems Motor Control Electrical Distribution Project Total credit hours Course length 2.50 4 weeks

Course Outline
Basic Songwriting Techniques Engineering and Lyrical Considerations Engineering and Music Genre Considerations Compositional Decision Making Songwriting and the Production Process Technology Decisions Based on Songwriting Total credit hours Course length 2.00 4 weeks

SPC 1606

Behavioral Science
The Behavioral Science Course introduces students to the complexities of self-awareness, self-directed learning, and effective interpersonal interactions. Students will learn to recognize the challenges that individuals face in a world that is technologically evolving at a rapid pace. They will become equipped with new ways to address their personal motivations, and will work to improve their learning strategies and methods of interacting within the Full Sail community. Students will also enhance their ability to analyze and evaluate information.

Public Speaking
PHY 1000

Fundamentals of Physics
The Fundamentals of Physics Course teaches students how to understand the world through physics. Real-world phenomena such as light, mechanics, motion, collisions, and magnetism are introduced. Emphasis is placed on how problems, in describing nature, are approached in terms of physical theories and mathematical formulae.

CGS 1000

Computer Science and Internet*


The Computer Science and Internet Course introduces students to the basics of computer operating systems and software, web 2.0 tools, and multimedia applications as they relate to everyday experiences of the computer user. Students will initiate online collaboration as well as utilize the tools to successfully navigate common issues associated with online collaboration. Additionally, students will evaluate and demonstrate knowledge of specific software applications and technologies used in todays society.

MUM 1608

Recording Consoles
The Recording Consoles Course explores the fundamental concepts of audio theory and practice. Students will learn recording console signal flow, multitrack recorder operation, signal processing, microphone technology, and professional audio techniques as the basic building blocks of their audio education.

Course Outline
Self-Awareness Self-Regulation Motivation Empathy Social Skills Total credit hours Course length 4.00 4 weeks

Course Outline
Kinematics Motion Energy and Mechanics Electricity and Magnetism Electromagnetic Spectrum Survey of Light Physical Theories and Formulae Total credit hours Course length 4.00 4 weeks

The Public Speaking Course is designed to train students in understanding and implementing oral communication skills. Learning is centered on student participation in a variety of speaking/listening situations, which are designed to increase the understanding of the interpersonal nature of all speech communication. Students study and participate in the creation and delivery of at least three types of speeches. Target audience identification, surveys, body language, effective speaking techniques, and pre-speech planning are investigated and used to create speeches.

Course Outline
Impromptu Speeches Researching for Speech Manuscripts Creation and Delivery of Persuasive Speeches Creation and Delivery of Expository and Demonstrative Speeches Speech Outlines Audience Surveys Evaluation of Speaking Effectiveness Total credit hours Course length 4.00 4 weeks

Course Outline
Studio Signal Flow Multitrack Recording Audio Hardware and Processing Audio Theory and Techniques Total credit hours Course length 4.00 4 weeks

Course Outline
Multimedia Presentations Operating Systems and Technologies Web 2.0 Tools Student Audio/Video Projects Total credit hours Course length 4.00 4 weeks

* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.

This specific course uses the Florida Statewide Course Numbering System (SCNS).

218

FU L L S A I L U N I V E R SITY

R ECO R D I N G A RTS

B a ch e l o r of Science Degree Program

219

Areas of Focus
Sound Fundamentals Recording and Mixing Music Production Audio Postproduction

Engineering
Associate of Science Degree Program
Understanding the nuances of recording a voice or instrument requires a broad-based approach that combines art and science. From dramatic instrumental scores to hard-driving rock and roll, all genres and media require an attention to detail and a respect for the integrity of the nished product. If your dream career is to be involved in the making of memorable recordings, Full Sail Universitys Recording Engineering Associates Degree Program can give you the building blocks to pursue a career working behind the scenes in professional audio. Quality recorded audio is not only needed for great albums, but for the media that shapes our lives. To address the need for skilled recording professionals, Full Sail Universitys Recording Engineering Associates Degree teaches students the core fundamentals of what it takes to record and master high-caliber music and soundtracks.

Recording

Graduates of this degree may apply to continue their education with the:

Music Business Recording Arts

Bachelor of Science Degree Program


CAMPUS PROGRAM ONLINE PROGRAM

220

Bachelor of Science Degree Program FU L L S A I L U N I V E R SITY

CAMPUS PROGRAM

ONLINE PROGRAM

CAMPUS * IF YOURE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR ADMISSIONS PROGRAM DEPARTMENT TO EXPLORE YOUR OPTIONS.

ONLINE PROGRAM

R ECO R D I N G EN G I N EER I N G

A s s o c i a te of Science Degree Program

221

Areas of Focus

Sound Fundamentals
In the studio, you need to know much more than how to run the controls. Youll need to have the ear to determine if a guitars A string is at, or whether a vocal needs to be brightened up. When a signal or microphone fails, youll need to know how to effectively troubleshoot and x the problem as soon as possible. Your curriculum in the Recording Engineering program introduces you to all of the elements of sound from music basics, to ear training and critical listening. Youll also study audiotronics to learn how to properly use and maintain industry-standard recording hardware and software, as well as hands-on electronics knowledge so that you can wire, solder, and test equipment. Your coursework also includes industryspecic topics such as microphone theory and audio workow, as well as the essential communication skills needed in the music business.

elements
O F SO U N D

PROFESSIONAL

workflow

critical LISTEN IN G

a udio t r o n i c s

microphone THEORY
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FU L L S A I L U N I V E R SITY R ECO R D I N G EN G I N EER I N G

A s s o c i a te of Science Degree Program

223

Areas of Focus

mastering
Recording and Mixing
Whether the goal is a polished pop single, a bare-bones rock track, or an intricate soundtrack to a game or lm, a recording session can demand a diverse range of skill and knowledge. The Recording Engineering degree program is developed to prepare you for a variety of recording situations teaching you how to create a professional-caliber recording from the rst track to the nal mixed master. Your coursework includes classes in session recording, audio workstations and interactive audio. Within Full Sails professional-caliber studios, youll learn the theory and operation of recording and mixing equipment, and apply your knowledge of engineering standards by working with live musicians in realworld recording scenarios. In turn, you develop creative production skills in sound design and artist collaboration, as well as the personal skills needed to work with real people

recording& mastering

ARTIST collaboration

Music Production
Your vision of becoming a professional recording engineer isnt driven by a desire to push buttons its the idea of taking part in making a quality piece of music. A solid understanding of what goes into good music is essential for an engineer to get the most out of a musician or instruments sound and ultimately deliver a powerful nal product. In the Recording Engineering degree program, youll learn the processes and techniques used by top music producers to create awless tracks. From nding the sweet spot for microphone placement to working with an artist on song structure, your coursework in music theory gives you insight into the music recording process. The fundamentals of melody, harmony, rhythm and tone are all part of working successfully with musicians. Youll study music history to analyze music styles and musical milestones to diversify and enrich your awareness of the requirements of todays studio environment.

SOUND design

TECHNIQUES

PRODUCTION

vocal

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R ECO R D I N G EN G I N EER I N G

A s s o c i a te of Science Degree Program

225

Areas of Focus

audio
EFFECTS

sound IN MEDIA

music &

Audio Postproduction
Producers of lm, video games, and television all agree: sound is half the experience. The audio postproduction focus in Full Sails Recording Engineering degree explores the creation of sound effects, music, and dialogue for todays media. Youll learn how the soundtrack surrounds the audience and brings the onscreen world to life.

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A s s o c i a te of Science Degree Program

227

Overview
Full Sail Universitys Recording Engineering curriculum is designed to provide you with the fundamental knowledge and technical skills youll need to make the rst step into a career in the audio industry. With more than 30 years of experience educating people in the art and science of recording audio, Full Sail has evolved alongside the industry, and has developed a curriculum that addresses the basics not just of recording music, but also how analog and digital recording skills can be used in video games, lm, live music production, and more. Youll study the use and maintenance of studio equipment, the operation of digital workstations, the fundamentals of how to effectively run a studio session, music production processes, and the postproduction implementation of dialog and special effects. By working with the same technology and workows found in the professional audio industry, youll master the basics of recording during live sessions with musicians playing a variety of genres. Since a passion for music is what ultimately drives those who want careers in recording, your coursework includes topics such as music theory and critical listening. Youll also learn the basics of electronics and work with all types of recording equipment to develop your understanding of the underlying technology that makes it all happen. Additionally, courses in communications, the music industry, plus relevant math and computer science deliver the essentials needed to thrive in real-world business scenarios and prepare you for that rst step into the audio industry. To help you make that transition, weve also got a team of Career Development professionals that can help you polish your interviewing skills and get you ready to enter the job market. In addition, our Career Development services and advisors will be available for support and assistance throughout the length of your professional career.

Objective
Our goal is to provide you with the focused knowledge and understanding of audio needed to qualify for entry-level industry positions as assistant engineers, music recording engineers, postproduction audio engineers, MIDI/digital audio workstation operators and programmers, music/ effects/dialogue editors, production engineers for broadcast, assistant maintenance technicians, and a variety of other positions in the audio industry. In addition to technical pro ciency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.

RECORDING ENGINEERING

OVERVIEW & OBJECTIVE

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Recording Engineering
PROGRAM CORE
Code REC 1801 REC 2803 REC 2413 REC 2141 REC 2513 REC 1751 REC 2223 DGL 101 REC 2623 MUB 2011 SHP 2031 REC 1630 REC 1731 MUH 2051 MUT 1023 REC 2131 MUM 1608 REC 2901 Totals: Course

Course Descriptions
Program Core
GENERAL EDUCATION
Credit Hours 2.50 4.50 4.00 3.00 2.50 3.00 4.00 4.00 3.50 2.00 4.00 3.00 4.00 2.00 2.50 2.50 4.00 4.50 59.50
* These specific courses are offered online. Please see course description for details.

Associate of Science Degree Program


Code CLP 1006 MGF 1213 CGS 1000 ENC 1101 PHY 1000 SPC 1606 Totals: Course Behavioral Science College Mathematics Computer Science and Internet* English Composition I* Fundamentals of Physics Public Speaking Credit Hours 4.00 4.00 4.00 4.00 4.00 4.00 24.00

REC 1801

REC 2413

REC 2513

REC 2223

Audio File Management and Documentation* Audio Postproduction Audio Workstations Audiotronics Critical Listening Digital Audio and Theory Digital Consoles Digital Literacy Interactive Audio Introduction to Music Business Introduction to Show Production Systems Microphones and Theory MIDI Music History I* Music Theory Principles and Applications of Electricity Recording Consoles Session Recording

Audio File Management and Documentation*


The Audio File Management and Documentation Course provides students with a comprehensive understanding of many different audio file formats and the proper management and documentation of these files. Additional topics addressed in this course include professional management standards for audio files and file documentation standards for various audio production applications. This course helps to develop students professional demeanor through careful examination of industry standards, workflow, protocol, etiquette, and vocabulary.

Audio Workstations
The Audio Workstations Course explores the digital audio workstation environment through an overview of digital audio concepts and practices. Students receive instruction and practical experience with powerful computerbased recording systems typically found in the modern recording and show production industry.

Critical Listening
The Critical Listening Course focuses on developing critical listening skills through an engineering perspective that uses recorded music from studio sessions, live concert material, and audio postproduction mixes as the subject of analysis. Course topics include psychoacoustics of various audio environments, critical listening and the identification of engineering techniques such as balance, panning, EQ, reverb, compression, delay, and time-based effects, and instrument identification. Students also hone their critical listening skills by examining stylistic comparisons of engineering and mix techniques from several accomplished producers, studio engineers, and live engineers.

Digital Consoles
The Digital Consoles Course introduces the theory and operation of digital audio consoles in the music production and live event production environments. Students in this course explore the audio signal flow of digital consoles as well as the computer automation and recall systems they employ. Additional course topics include signal routing and processing, digital console design, audio signal paths, digital plug-ins, audio file management, live audio digital consoles, music production digital consoles, and digital console automation and recall.

Course Outline
Workstation Hardware and Software Workstation Techniques and Procedures File Management Digital Audio Theory and Practice Total credit hours Course length 4.00 4 weeks

TOTAL CREDIT HOURS: TOTAL WEEKS:

83.5 48

Course Outline
Digital Console Overview and Applications Digital Consoles Automation and Recall Systems Studio Concepts and Practices Total credit hours Course length DGL 101 4.00 4 weeks

Course Outline
Overview Audio File Formats Understanding Audio File Format Management Audio Session Documentation Development of Audio File Problem Solving Skills Professional Etiquette and Protocol Total credit hours Course length 2.50 4 weeks

Course Outline
Critical Listening and Engineering Analysis Psychoacoustics of Critical Listening Environments Engineering Techniques and Critical Listening Critical Listening Techniques for Various Audio Applications Case Studies Total credit hours Course length 2.50 4 weeks

REC 2141

These specific courses use the Florida Statewide Course Numbering System (SCNS).

Audiotronics
The Audiotronics Course provides an understanding of the proper maintenance and utilization of equipment found in music production studios and live event production venues. It begins with fundamental electronics and teaches the use of electronic test equipment, soldering skills, and cable maintenance. Students also explore maintenance and troubleshooting of electronic circuits and media systems. Emphasis is placed on the application of course information through individual lab projects and classroom demonstrations. Students are challenged to solve a variety of real-world technical problems that often arise in the audio industry.

Digital Literacy
The Digital Literacy Course utilizes a collaborative learning environment to introduce basic computer functions, software programs, and web tools that help prepare students with skills for 21st century learning. In addition, students learn the operation and management of the Apple Mac Operating System, Apple hardware, and applicable technology. Students use these tools to complete various projects, conduct Internet research, collaborate with other students, and communicate with instructors.

Chronological Schedule by Months


1 2 3 4 5 6

REC 2803

Audio Postproduction
The Audio Postproduction Course provides students with an overview of the creation and recording of production sound and audio postproduction sound design for feature film and television. Subjects include the history of the audio postproduction process, the recording of production sound, timecode and synchronization, the feature film audio postproduction process, and the television audio postproduction process.

REC 1751

Digital Audio and Theory


In the audio engineering field, it is vital that todays student has a solid understanding of digital audio and the theories associated with this technology. The Digital Audio and Theory Course examines digital audio in various audio applications, preparing students for working in the digital audio realm.

DIGITAL LITERACY BEHAVIORAL SCIENCE

COMPUTER SCIENCE & INTERNET COLLEGE MATHEMATICS

MUSIC THEORY FUNDAMENTALS OF PHYSICS

RECORDING CONSOLES MICROPHONES & THEORY

MIDI DIGITAL AUDIO & THEORY

INTRODUCTION TO SHOW PRODUCTION SYSTEMS AUDIO FILE MANAGEMENT & DOCUMENTATION

Course Outline
Electronics and Test Equipment Computer Maintenance Audio Systems Maintenance and Troubleshooting Lighting Fixture Maintenance Total credit hours Course length 3.00 4 weeks

Course Outline
Mac OS and the FSO Learning Platform 21st Century Learning Skills Internet Tools for Research and Learning Collaborating with Peers Total credit hours Course length 4.00 4 weeks

10

11

12

Course Outline
Fundamentals of Digital Audio Digital Audio Recording Digital Audio Reproduction and Error Correction Digital Audio and Media Formats Digital Signal Processing Total credit hours Course length 3.00 4 weeks

AUDIOTRONICS PRINCIPLES & APPLICATIONS OF ELECTRICITY

DIGITAL CONSOLES ENGLISH COMPOSITION I

AUDIO WORKSTATIONS CRITICAL LISTENING

INTERACTIVE AUDIO PUBLIC SPEAKING

AUDIO POSTPRODUCTION MUSIC HISTORY I

SESSION RECORDING INTRODUCTION TO MUSIC BUSINESS

Course Outline
History of Audio Postproduction Recording Production Audio for Film and Video Timecode and Synchronization Feature Film Audio Postproduction Process Television Audio Postproduction Process Total credit hours Course length 4.50 4 weeks

* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.

230

FU L L S A I L U N I V E R SITY

R ECO R D I N G EN G I N EER I N G

A s s o c i a te of Science Degree Program

231

Course Descriptions
Program Core
REC 2623 SHP 2031 REC 1731 MUT 1023 MUM 1608

General Education
CLP 1006

Interactive Audio
The Interactive Audio Course introduces students to the importance of high-quality audio for all applications of interactive media. Students delve into specific examples of audio and explore how they apply to the final product. The course provides a survey of audio, computer, and synthesis fundamentals as applied to streaming audio, video games, and other interactive content.

Introduction to Show Production Systems


The Introduction to Show Production Systems Course introduces students to the basic concepts of live event terminology and technical systems. Console overviews and basic interfacing are introduced in preparation for future lab sessions, and additional emphasis is placed on defining live audio components and the system interface.

MIDI
Musical Instrument Digital Interface (MIDI) is the electronic marriage of music and computer technology that revolutionized music composition, recording, and arrangement. Students are introduced to the history of the MIDI concept, its principles and theory, and MIDI production techniques as well as MIDI control, synchronization, troubleshooting, and the design of MIDI systems. Students also survey the effect of MIDI on the modern recording studio environment and examine live audio MIDI applications. Finally, students learn how to interface computers with musical instruments for recording and live performance applications.

Music Theory
The Music Theory Course encompasses a thorough study of the workings of music and sound. Students will study music theory, song form, and notation as well as develop ear-training skills. The focus of the course lies in understanding the construction of music and gaining the ability to communicate effectively with musicians, composers, directors, programmers, and producers in the professional audio production environment.

Recording Consoles
The Recording Consoles Course explores the fundamental concepts of audio theory and practice. Students will learn recording console signal flow, multitrack recorder operation, signal processing, microphone technology, and professional audio techniques as the basic building blocks of their audio education.

Behavioral Science
The Behavioral Science Course introduces students to the complexities of self-awareness, self-directed learning, and effective interpersonal interactions. Students will learn to recognize the challenges that individuals face in a world that is technologically evolving at a rapid pace. They will become equipped with new ways to address their personal motivations, and will work to improve their learning strategies and methods of interacting within the Full Sail community. Students will also enhance their ability to analyze and evaluate information.

CGS 1000

PHY 1000

Computer Science and Internet*


The Computer Science and Internet Course introduces students to the basics of computer operating systems and software, web 2.0 tools, and multimedia applications as they relate to everyday experiences of the computer user. Students will initiate online collaboration as well as utilize the tools to successfully navigate common issues associated with online collaboration. Additionally, students will evaluate and demonstrate knowledge of specific software applications and technologies used in todays society.

Fundamentals of Physics
The Fundamentals of Physics Course teaches students how to understand the world through physics. Real-world phenomena such as light, mechanics, motion, collisions, and magnetism are introduced. Emphasis is placed on how problems, in describing nature, are approached in terms of physical theories and mathematical formulae.

Course Outline
Fundamentals of Audio for Interactive Media Applications Sound Design and Postproduction for Various Interactive Media Multichannel Surround Sound Formats and Applications Digital Audio Theories and Interactive Media Issues Total credit hours Course length 3.50 4 weeks

Course Outline
Studio Signal Flow Multitrack Recording Audio Hardware and Processing Audio Theory and Techniques Total credit hours Course length 4.00 4 weeks

Course Outline
Kinematics Motion Energy and Mechanics Electricity and Magnetism Electromagnetic Spectrum Survey of Light Physical Theories and Formulae

Course Outline
Industry Study Audio Components and Terminology Technical Systems Interface and Layout Small System Setup and Engineering Total credit hours Course length 4.00 4 weeks

Course Outline
Music Theory and Construction Song Form and Instrumentation Music Notation Ear-Training Total credit hours Course length 2.50 4 weeks

Course Outline
Self-Awareness Self-Regulation Motivation Empathy

Course Outline
MIDI Concepts Sequencing MIDI Hardware and Software Synchronization

Course Outline
Multimedia Presentations Operating Systems and Technologies Web 2.0 Tools Student Audio/Video Projects 4.00 4 weeks Total credit hours Course length 4.00 4 weeks

REC 2901

Social Skills Total credit hours Course length MGF 1213

REC 1630

Microphones and Theory


MUB 2011

Total credit hours Course length

4.00 4 weeks

Session Recording
REC 2131

Introduction to Music Business


The Introduction to Music Business Course takes students through the overall business structures of various types of music businesses. The music industry is comprised of various players, companies, unions, notfor-profit associations, and other bodies that influence the music production and live event industries. It is important for any individual to understand all of the different components that impact this industry. Course topics address the following positions within the studio and live event industries: record producer, music publisher, booking agent, promoter, and tour manager. Additional topics include copyright collectives, performance rights organizations, music business deal structures, music distribution, and the tour industry model.

The Microphones and Theory Course explores the application, placement, and creative usage of microphones in music production environments. The course includes the evaluation of various environments both in studio and live-location production along with recommended microphone applications for each setting. Students in this course learn about microphone design theory, microphone polar patterns, and the recording process.

MUH 2051

Principles and Applications of Electricity


The Principles and Applications of Electricity Course is designed to teach principles and applications of electricity needed by the entertainment industry professional. With an emphasis placed on safety procedures, students gain knowledge of electrical systems as they apply to studio and live event production. Areas of study include: DC theory, Ohms Law, introduction to AC, single-phase and threephase power, motor systems, electrical test equipment and measurement, live event power distribution systems, wire and cabling types for power systems, portable generator power applications, and grounding schemes. Students will design, build, and test a basic electrical distribution system. This course also provides the fundamental concepts required to better understand the electronic circuits found within audio, video, and lighting equipment.

Music History I*
The American music industry has generated hits and new style combinations through every decade. The Music History I Course surveys this rich evolution from its roots through modern times, examining each musical styles respective sociological and technological precedents. Music History I explores the unique historical and cultural conditions that serve to make American music distinctly original.

The Session Recording Course provides overall experience in the theory, philosophy, and practice of contemporary music production in a world-class studio facility. The course introduces the theory and operation of large-format audio consoles. Emphasis will be placed on how to conduct a music session and how to work with a band in a studio setting. Additional topics of study will be studio signal flow, recording techniques, and synchronization. Students utilize cutting-edge audio recording technology for advanced study in order to gain expertise in the art and science of music production.

Total credit hours Course length SPC 1606

4.00 4 weeks

College Mathematics
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. Firsttime algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.

ENC 1101

English Composition I*
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.

Public Speaking
The Public Speaking Course is designed to train students in understanding and implementing oral communication skills. Learning is centered on student participation in a variety of speaking/listening situations, which are designed to increase the understanding of the interpersonal nature of all speech communication. Students study and participate in the creation and delivery of at least three types of speeches. Target audience identification, surveys, body language, effective speaking techniques, and pre-speech planning are investigated and used to create speeches.

Course Outline
Overview of Microphones Architecture and Varieties Microphone Polar Patterns Microphones and Measurements/Specifications Creative Microphone Applications Microphone Selection and Music Genres Total credit hours Course length 3.00 4 weeks

Course Outline
Studio Signal Flow Recording Practices and Procedures Recording Techniques Recording Projects Total credit hours Course length 4.50 4 weeks

Course Outline
Review of Basic Arithmetic Operations with the Real Number System Measurement and Number Systems Exponents & Radical Expressions Linear Equations & Inequalities Graphing Proportions, Formulas, and Word Problems Introductory Statistics and Probability Business Applications and Mathematical Models Total credit hours Course length 4.00 4 weeks

Course Outline
Roots of American Music: EuropeanAmerican Folk, and Blues/Gospel Urban and Rural Popular Forms of the Early 20th Century: Jazz Age Pop, Country The Pop Music for Youth Explosion 1945 to 1965 Total credit hours Course length 2.00 4 weeks

Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness Total credit hours Course length 4.00 4 weeks

Course Outline
Impromptu Speeches Researching for Speech Manuscripts Creation and Delivery of Persuasive Speeches Creation and Delivery of Expository and Demonstrative Speeches Speech Outlines Audience Surveys Evaluation of Speaking Effectiveness Total credit hours Course length 4.00 4 weeks

Course Outline
Music Business Structures Understanding of the Various Job Titles in the Studio and Live Event Industries Performance Rights and Organization Overviews Overview of Deal Structures and Distribution Agreements Case Studies Total credit hours Course length 2.00 4 weeks

Course Outline
Electrical Theory Study of Ohms Law: Resistance/Voltage/Current Introduction to AC Electrical Systems Motor Control Electrical Distribution Project Total credit hours Course length 2.50 4 weeks

* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.

This specific course uses the Florida Statewide Course Numbering System (SCNS).

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Areas of Focus
Live Event Production

Production
Bachelor of Science Degree Program
From rock concerts and performing arts to corporate presentations and theme park events, the buzz that lls the air while watching live entertainment is undeniable and unmistakable its a rush of emotion that leaves an impression on a crowd unlike any other experience. And while the audiences focus may be directed toward the performers in the spotlight, none of them would be presented at their best without the hard work, planning, and technical skill of the people working behind the scenes the technicians who build the stages, program and run the lights, set up microphones and balance the audio, and make sure everything looks and sounds just right for the audience. Those technical artists possess a unique set of skills that are separate from, but just as important as the talents of the performers on stage. Full Sails Show Production Bachelors Degree Program is designed to help you develop the skills you need to transform a night (or day) at a show, gig, or convention into an unforgettable experience, whether youre running sound, directing or controlling the lights, shooting video for projection imagery, or any other of the roles it takes to produce a memorable live event.
Graduates of this degree may apply to continue their education with the:

Show

Audio and Lighting Systems Audio Visual Technologies Concert Media Design

Entertainment Business

Master of Science Degree Program

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* IF YOURE INTERESTED IN ANOTHER EDUCATIONAL PROGRAM TRACK, PLEASE CONTACT OUR PROGRAM ADMISSIONS PROGRAM DEPARTMENT TO EXPLORE YOUR OPTIONS.

CAMPUS

ONLINE

CAMPUS

ONLINE PROGRAM

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Areas of Focus

simulated LIVE-PRODUCTION
ENVIRONMENTS

monitor
lighting
Live Event Production
The lights dim and the crowd goes wild its show time, and theres no shortage of action going on behind the scenes, from running audio and lighting to shooting the event on video. In this area of the Show Production program, youll learn all about the production details of live events, handling the same gear thats used in the industry every day. Youll do this in real live sound environments integrated throughout our campus, where youll cut your teeth and put your skills to the test in multiple performance settings. From mixing the sound on stage at the front-of-house console, to executing a multi-camera shoot of the show, to recording and mixing the event in our production suites, its your chance to learn by doing in a fast-paced, exciting work space.

ENGINEERING

AUDIO

MIXING

RECORDING

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Areas of Focus

LIVEHD VIDEO production

live MEDIA
VISUALS

AUDIO

concert rt

visual SYSTEMS

home

flow
Audio & Lighting Systems
Running a live event is more than just working the boards; its important to understand the concepts that can really drive a production and enhance the live experience. To that end, youll study signal ow and learn all about the construction and interface of show production systems, from their use and capabilities in a live forum all the way down to the wiring and how these machines operate. Youll also learn in-ear monitor system set-up and hone your live engineering skills by mixing live multitrack recordings. In addition to audio, youll also immerse yourself in the realm of lighting, learning color theory, photometrics, conventional xtures, dimmers, and other equipment that youll encounter when illuminating the stage. Youll later be asked to apply these concepts to programming and designing your own lighting systems using both stationary and moving light xtures.

SI G N A L

THEA THEATER
SET-UP

Audio Visual Technologies


Youll encounter all types of venues in the live production industry, from sports arenas and stadiums to smaller and less-conventional environments like courtrooms and classrooms. However big or small, each of these facilities relies on installers to ensure that the audio and video components are optimized for the acoustic and visual dynamics of the structure. In this area of the Show Production program, youll learn about the professional installation of multimedia systems in a variety of settings. Well take you through layouts, wiring, equipment, and control programming of various installation systems, giving you comprehensive knowledge of career options in this rapidly expanding industry. Whether its a home theater or a performing arts theater, youll know how to assess a room, design the proper specications to match the location, and set up the system to meet the needs of its audience.

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Areas of Focus

visualization
PROGRAMS

SOUND quality

optimization

SYSTEMS

audio A N A LY S I S

Concert Media Design


Concert tours allow artists to add a powerful visual element to their music, and the latest technologies in lighting, video displays, and stage effects offer expansive possibilities for heightening the impact of a live performance. The Show Production program features courses that take you from introductory to advanced concepts in concert media design, where youll learn to blend standard live audio and visual production theory with new approaches in concept development, stage design, and execution including integrated media server technology and LED display systems. Finally, youll pull all of these techniques together to produce your own live music event, where youll design, manage, and engineer a full-scale multimedia concert in Full Sail Live, our versatile performance hall.

environment

S P E C I F I C AT I O N

live

EVENT

PRODUCTIONS
SH O W PR O D U CTI O N

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Overview
Our Show Production curriculum provides you with practical and technical skills to prepare for a career in the live event eld of your choice whether its the concert and touring market, corporate productions, conventions, audio/visual installations, or other disciplines. Youll become immersed in the world of contemporary audio, lighting, and concert media design, learning the theories and principles behind these components, and getting extensive and immersive experience with a wide assortment of gear used by professionals in the industry. Once youve gotten a grasp of production concepts in a classroom setting, youll be able to put your skills to the test in real-world scenarios by collaborating with a live band to design, produce, and manage a full-scale show. Youll know how to ensure that things run smoothly, and how to maintain order when both technical and creative issues arise. In addition to show production-speci c skills, youll also have courses focusing on studio recording, communication, professional presentation, entertainment business and law, and how to prepare yourself for that rst step into live event production. To help you make that transition, weve also got a team of Career Development professionals that can help you polish your interviewing skills and rsum and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.

Objective
Our goal is to provide you with the focused knowledge and understanding of live event production needed to qualify for entry-level, industry positions in sound reinforcement, lighting, live video and multimedia, computerized lighting, concert touring, and measurement system analysis. Additional skills you acquire in live event production will broaden your opportunities in related media elds. In addition to technical pro ciency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.

SHOW PRODUCTION

OVERVIEW & OBJECTIVE

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Show Production
PROGRAM CORE
Code SHP 4935 SHP 4123 SHP 4783 SHP 3213 REC 1801 SHP 4563 REC 2803 REC 2413 REC 2141 SHP 4725 REC 2513 REC 1751 REC 2223 DGL 101 SHP 4343 REC 2623 MUB 2011 SHP 2031 TPA 3011 REC 1630 REC 1731 MUH 2051 Course

Course Descriptions
Program Core
SHP 4935 Credit Hours 2.00 4.50 4.50 4.50 2.50 4.50 4.50 4.00 3.00 2.00 2.50 3.00 4.00 4.00 3.00 3.50 2.00 4.00 3.50 3.00 4.00 2.00 Totals: 32.00 Totals: 97.00 MUT 1023 REC 2131 MUM 1608 REC 2901 SHP 3633 SHP 3423 Music Theory Principles and Applications of Electricity Recording Consoles Session Recording Show Light Engineering Show Production Systems 2.50 2.50 4.00 4.50 4.50 4.50 SHP 4783 REC 1801 REC 2803

Bachelor of Science Degree Program

Advanced Concert Media Design Advanced Show Production Systems Advanced Video Production Audio and Visual Technologies Audio File Management and Documentation* Audio Measurement Systems Audio Postproduction Audio Workstations Audiotronics Concert Media Design Critical Listening Digital Audio and Theory Digital Consoles Digital Literacy Installation Technologies Interactive Audio Introduction to Music Business Introduction to Show Production Systems Lighting Concepts and Design Microphones and Theory MIDI Music History I*

Advanced Concert Media Design


The Advanced Concert Media Design Course is the culmination of all elements of concert audio, lighting, media server, and video technologies. As a final project course to the degree program, students produce their Final Concert Series. During this course, participants design, manage, and engineer all elements of the show. Members of the crew function in various production positions, including show marketing, production management, stage management, visual media, audio, video, and lighting technicians and engineers. A team of students is responsible for the final audio and visual product.

Advanced Video Production


The Advanced Video Production Course employs technologies used to produce highdefinition live concert video productions. Students hone their skills utilizing broadcastquality HD production equipment. The course addresses lighting for video, advanced camera operation, directing, and advanced switching concepts. Students focus on proper lighting procedure, shot composition, and switching techniques to prepare them to direct and produce their future final concert series labs.

Audio File Management and Documentation*


The Audio File Management and Documentation Course provides the students with a comprehensive understanding of all of the different audio file formats and the proper management and documentation of these files. Additional topics that will be addressed in this course will be professional management standards for audio files and file documentation standards for various audio production applications. Overall goals of the curriculum are to develop the students professional demeanor through careful examination of industry standards, workflow, protocol, etiquette, and vocabulary.

Audio Postproduction
The Audio Postproduction Course provides the student with an overview of the creation and recording of production sound and audio postproduction sound design for feature films and television. Subjects include the history of the audio postproduction process, the recording of production sound, timecode and synchronization, the feature film audio postproduction process, and the television audio postproduction process.

Course Outline
Lighting for Live Concert Video Production Advanced Camera Techniques Advanced Video Switching Production Procedures Live Production Labs Total credit hours Course length 4.50 4 weeks

Course Outline
History of Audio Postproduction Recording Production Audio for Film and Video Timecode and Synchronization Feature Film Audio Postproduction Process Television Audio Postproduction Process Total credit hours Course length REC 2413 4.50 4 weeks

GENERAL EDUCATION
Code ART 2007 CLP 1006 MGF 1213 CGS 1000 ENC 1101 PHY 1000 ENC 326 SPC 1606 Course Art History* Behavioral Science College Mathematics Computer Science and Internet* English Composition I* Professional Writing* Public Speaking

Credit Hours 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00

Course Outline
Preproduction Media Server Content Development Lighting & Media Programming System Interface Labs Final Production Labs Total credit hours Course length SHP 4123 2.00 4 weeks

Course Outline
Overview Audio File Formats Understanding Audio File Format Management Audio Session Documentation Development of Audio File Problem-solving Skills Professional Etiquette and Protocol Total credit hours Course length SHP 4563 2.50 4 weeks

Fundamentals of Physics

SHP 3213

Audio and Visual Technologies


Students are introduced to the rapidly growing field of Audio and Visual Technologies for the live production field. This course is dedicated to building confidence in the area of multimedia conference meetings and corporate presentation skills. The course will familiarize students with basic audio, lighting, and video technology used by todays A/V event technician. Areas of study include breakout room set-ups, video display systems, intercom communications, and video switching procedures. Students apply these skills in lab while setting up a simulated corporate multimedia event.

Audio Workstations
The Audio Workstations Course explores the digital audio workstation environment through an extensive study of digital audio concepts and practices. Students receive detailed instruction and hands-on practical experience with cutting-edge, computerbased recording systems typically found in the recording and show production industries.

TOTAL CREDIT HOURS: TOTAL WEEKS:


* These specific courses are offered online. Please see course description for details.

129 84

Advanced Show Production Systems


Sound reinforcement concepts and technical skills related to live event production are finetuned in the Advanced Show Production Systems Course. This course also seeks to broaden the students perception of career opportunities by training the students in audio system design, system gain structure, networking, and installation. Students learn in-ear monitor system setup and mixing techniques and develop listening skills for engineering. Students then apply these skills in labs by mixing live multitrack recordings made by previous show production program students. Live performance labs where students interact with performers are scheduled throughout the course.

Audio Measurement Systems


This course provides students with training in the analysis of room acoustics. Visualization programs for real-time audio analysis are studied. Sound system tuning, diagnostics interface programs, and computer-aided analysis systems are all featured elements of the Audio Measurement Systems Course . During the Show Production program, students will use software and hardware for real-time sound system measurement, optimization, and control to analyze audio in real-time to assist in maximizing the quality of sound in different engineering environments.

Chronological Schedule by Months


1 2 3 4

These specific courses use the Florida Statewide Course Numbering System (SCNS).

Course Outline
Workstation Hardware and Software Workstation Techniques and Procedures File Management for Audio Workstations Total credit hours Course length 4.00 4 weeks

DIGITAL LITERACY BEHAVIORAL SCIENCE

COMPUTER SCIENCE & INTERNET COLLEGE MATHEMATICS

MUSIC THEORY FUNDAMENTALS OF PHYSICS

RECORDING CONSOLES MICROPHONES & THEORY

MIDI DIGITAL AUDIO & THEORY

INTRODUCTION TO SHOW PRODUCTION SYSTEMS AUDIO FILE MANAGEMENT & DOCUMENTATION

AUDIOTRONICS PRINCIPLES & APPLICATIONS OF ELECTRICITY


14

Course Outline
Corporate Event Audio Signal Flow Video Display Presentation Technology Lighting Fixtures and Control Systems Communication Systems Video Switching and Set-up Labs Total credit hours Course length 4.50 4 weeks

10

11

12

13

Course Outline
Live Production

DIGITAL CONSOLES ENGLISH COMPOSITION I

AUDIO WORKSTATIONS CRITICAL LISTENING

INTERACTIVE AUDIO PUBLIC SPEAKING

AUDIO POSTPRODUCTION MUSIC HISTORY I

SESSION RECORDING INTRODUCTION TO MUSIC BUSINESS

LIGHTING CONCEPTS & DESIGN PROFESSIONAL WRITING

AUDIO & VISUAL TECHNOLOGIES

System Design Front of House Engineering Monitor Engineering

Course Outline
Acoustic Measurement Systems Audio Design Interconnections Audio System Tuning Data Analysis

15

16

17

18

19

20

21

Advanced Technical Systems Total credit hours Course length 4.50 4 weeks

SHOW PRODUCTION SYSTEMS

SHOW LIGHT ENGINEERING

ADVANCED SHOW PRODUCTION SYSTEMS

INSTALLATION TECHNOLOGIES ART HISTORY

AUDIO MEASUREMENT SYSTEMS

ADVANCED VIDEO PRODUCTION CONCERT MEDIA DESIGN

ADVANCED CONCERT MEDIA DESIGN

* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.

Total credit hours Course length

4.50 4 weeks

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Course Descriptions
Program Core
REC 2141 REC 2513 REC 2223 SHP 4343 MUB 2011 TPA 3011 REC 1731 MUT 1023

Audiotronics
The Audiotronics Course provides an understanding of the proper maintenance and utilization of equipment found in music production studios and live event production venues. It begins with fundamental electronics and teaches the use of electronic test equipment, soldering skills, and cable maintenance. Students also explore maintenance and troubleshooting of electronic circuits and media systems. Emphasis is placed on the application of course information through individual lab projects and classroom demonstrations. Students are challenged to solve a variety of real-world technical problems that often arise in the audio industry.

Critical Listening
The Critical Listening Course focuses on developing critical listening skills through an engineering perspective that uses recorded music from studio sessions, live concert material, and audio postproduction mixes as the subject of analysis. Course topics include psychoacoustics of various audio environments, critical listening and the identification of engineering techniques such as balance, panning, EQ, reverb, compression, delay, and time-based effects, and instrument identification. Students also hone their critical listening skills by examining stylistic comparisons of engineering and mix techniques from several accomplished producers, studio engineers, and live engineers.

Digital Consoles
The Digital Consoles Course introduces the theory and operation of digital audio consoles in the music production and live event production environments. Students in this course explore the audio signal flow of digital consoles as well as the computer automation and recall systems they employ. Additional course topics include signal routing and processing, digital console design, audio signal paths, digital plug-ins, audio file management, live audio digital consoles, music production digital consoles, and digital console automation and recall.

Installation Technologies
The Installation Technologies Course provides students with the ability to assess, design, and execute professional installation plans for a wide variety of possible settings, including corporate boardrooms, conventions, house of worship audio and video systems, and home theater setups. Students are introduced to layouts, wiring, equipment, and control programming of various installation systems to provide them comprehensive knowledge of the options within the ever-expanding installation services industry.

Introduction to Music Business


The Introduction to Music Business Course takes the student through the overall business structures of various types of music businesses. The music industry is comprised of various players, companies, unions, notfor-profit associations, and other bodies that influence the music production and live event industries. It is important for any individual to understand all of the different components that impact this industry. Course topics will address the following positions within the studio and live event industries: record producer, music publisher, booking agent, promoter, and tour manager. Additional topics that will be covered include copyright collectives, performance rights organizations, music business deal structures, music distribution, and the tour industry model.

Lighting Concepts and Design


The Lighting Concepts and Design Course is dedicated to conventional lighting system concepts and designed to introduce students to color theory, photometrics, truss systems, conventional fixtures, dimmers, and terminology. Emphasis is placed on defining live lighting components and system interface.

MIDI
Musical Instrument Digital Interface (MIDI) is the electronic marriage of music and computer technology that revolutionized music composition, recording, and arrangement. Students are introduced to the history of the MIDI concept, its principles and theory, and MIDI production techniques as well as MIDI control, synchronization, troubleshooting, and the design of MIDI systems. Students will also survey the effect of MIDI on the modern recording studio environment and examine live audio MIDI applications. Students will learn how to interface computers with musical instruments for recording and live performance applications.

Music Theory
The Music Theory Course encompasses a thorough study of the workings of music and sound. Students will study music theory, song form, and notation as well as develop ear-training skills. The focus of the course lies in understanding the construction of music and gaining the ability to communicate effectively with musicians, composers, directors, programmers, and producers in the professional audio production environment.

Course Outline
Lighting Theory Lighting Components and Terminology Technical Systems and Layout Setup and Engineering Total credit hours Course length REC 1630 3.50 4 weeks

Course Outline
Music Theory and Construction Song Form and Instrumentation Music Notation Ear-Training Total credit hours Course length REC 2131 2.50 4 weeks

Course Outline
Digital Console Overview and Applications Digital Consoles Automation and Recall Systems Studio Concepts and Practices Total credit hours Course length DGL 101 4.00 4 weeks

Course Outline
Installation Concepts Control Systems Components and Wiring System Production Total credit hours Course length 3.00 4 weeks

Course Outline
Electronics and Test Equipment Computer Maintenance Audio Systems Maintenance and Troubleshooting Lighting Fixture and Live Production Maintenance Total credit hours Course length SHP 4725 3.00 4 weeks

Course Outline
Critical Listening and Engineering Analysis Psychoacoustics of Critical Listening Environments Engineering Techniques and Critical Listening Critical Listening Techniques for Various Audio Applications Case Studies Total credit hours Course length REC 1751 2.50 4 weeks

Course Outline
MIDI Concepts Sequencing MIDI Hardware and Software

Course Outline
Music Business Structures Understanding of the Various Job Titles in the Studio and Live Event Industries Performance Rights and Organization Overviews Overview of Deal Structures and Distribution Agreements Case Studies Total credit hours Course length SHP 2031 2.00 4 weeks

Microphones and Theory


The Microphones and Theory Course will discuss the application, placement, and creative usage of microphones in music production environments. The course will include the evaluation of various environments both in studio and live-location production along with recommended microphone applications for each setting. Students will learn about microphone design theory, microphone polar patterns, and the recording process.

Synchronization Total credit hours Course length MUH 2051 4.00 4 weeks

Digital Literacy
The Digital Literacy Course utilizes a collaborative learning environment to introduce basic computer functions, software programs, and web tools that help prepare students with skills for 21st century learning. In addition, students learn the operation and management of the Apple Mac Operating System, Apple hardware, and applicable technology. Students use these tools to complete various projects, conduct Internet research, collaborate with other students, and communicate with instructors.

REC 2623

Principles and Applications of Electricity


The Principles and Applications of Electricity Course is designed to teach principles and applications of electricity needed by the entertainment industry professional. With an emphasis placed on safety procedures, students gain knowledge of electrical systems as they apply to studio and live event production. Areas of study include: DC theory, Ohms Law, introduction to AC, single-phase and three-phase power, motor systems, electrical test equipment and measurement, live event power distribution systems, wire and cabling types for power systems, portable generator power applications, and grounding schemes. Students will design, build, and test a basic electrical distribution system. This course also provides the fundamental concepts required to better understand the electronic circuits found within audio, video, and lighting equipment.

Interactive Audio
The Interactive Audio Course introduces students to the importance of high-quality audio for all applications of interactive media. Students delve into specific examples of audio and how they apply to the final product. The course provides a survey of audio, computer, and synthesis fundamentals as applied to streaming audio, video games, and other interactive content.

Concert Media Design


The field of the visual artist has taken a major step into the live event industry. The Concert Media Design Course is designed to teach students visual media server concepts, integration, programming, and operation for live productions. The course covers media servers, technical systems interface, and content development. Students design and prepare content for upcoming live productions using integrated media server technology.

Music History I*
The American music industry has generated hits and new style combinations through every decade. The Music History I Course surveys this rich evolution from its roots through modern times, examining each musical styles respective sociological and technological precedents. Music History I explores the unique historical and cultural conditions that serve to make American music distinctly original.

Digital Audio and Theory


In the audio engineering field, it is vital that todays student has a solid understanding of digital audio and the theories associated with this technology. The Digital Audio and Theory Course examines digital audio in various audio applications, preparing students for working in the digital audio realm.

Course Outline
Overview of Microphones Architecture and Varieties Microphone Polar Patterns Microphones and Measurements/Specifications Creative Microphone Applications Microphone Selection and Music Genres Total credit hours Course length 3.00 4 weeks

Course Outline
Mac OS and the FSO Learning Platform 21st Century Learning Skills Internet Tools for Research and Learning Collaborating with Peers Total credit hours Course length 4.00 4 weeks

Course Outline
Fundamentals of Audio for Interactive Media Applications Sound Design and Postproduction for Various Interactive Media Multi-channel Surround Sound Formats and Applications Digital Audio Theories and Interactive Media Issues Total credit hours Course length 3.50 4 weeks

Introduction to Show Production Systems


The Introduction to Show Production Systems Course is designed to introduce students to the basic concepts of live event terminology and technical systems. Console overviews and basic interfacing are introduced in preparation for future lab sessions, and additional emphasis is placed on defining live audio components and the system interface.

Course Outline
Roots of American Music: EuropeanAmerican Folk, and Blues/Gospel Urban and Rural Popular Forms of the Early 20th Century: Jazz Age Pop, Country The Pop Music for Youth Explosion 1945 to 1965 Total credit hours Course length 2.00 4 weeks

Course Outline
Advanced Editing and Mixing Data Compression and Encoding Synchronization Visual Content Development Technical Systems and Programming Display Systems Live Event Labs Case Studies Total credit hours Course length 2.00 4 weeks

Course Outline
Fundamentals of Digital Audio Digital Audio Recording Digital Audio Reproduction and Error Correction Digital Audio and Media Formats Digital Signal Processing Total credit hours Course length 3.00 4 weeks

Course Outline
Electrical Theory Study of Ohms Law: Resistance/Voltage/Current Introduction to AC Electrical Systems Motor Control Electrical Distribution Project Total credit hours Course length 2.50 4 weeks

Course Outline
Industry Study Audio Components and Terminology Technical Systems Interface and Layout Small System Setup and Engineering Total credit hours Course length 4.00 4 weeks

* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.

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Course Descriptions
Program Core
MUM 1608

General Education
SHP 3633 ART 2007 MGF 1213 ENC 1101 ENC 326

Recording Consoles
The Recording Consoles Course explores the fundamental concepts of audio theory and practice. Students will learn recording console signal flow, multitrack recorder operation, signal processing, microphone technology, and professional audio techniques as the basic building blocks of their audio education.

Show Light Engineering


In the Show Light Engineering Course, students are immersed in the virtual world of lighting design and programming. The course focuses on meeting the needs of current industry trends with an emphasis on programming, design layouts, and control of automated lighting systems. Multiple lighting systems, ranging from stationary lighting to moving fixtures, are covered in lectures and labs. Students learn to operate programmable fixtures and design lighting cues while working at consoles and computer programming workstations. The cues may be loaded and used during future live labs.

Art History*
The Art History Course introduces students to selected, impactful monuments of art and architecture in the Western tradition from the prehistoric to post-modernism era studied in relation to the intellectual background of the ages and civilizations that produced them. Lectures accompanied by various visual mediums inspire discussions of assigned readings in philosophical, religious, scientific, political, literary, artistic, and cultural contexts.

College Mathematics
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. Firsttime algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.

English Composition I*
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.

Professional Writing*
The Professional Writing Course is designed to further develop the rational/logical functions of the brain while cultivating intellectual prowess to master multiple genres of writing. Students identify and practice different writing styles while exploring the purposes of writing vital to their success as professionals.

Course Outline
Studio Signal Flow Multitrack recording Audio Hardware and Processing Audio Theory and Techniques Total credit hours Course length 4.00 4 weeks

Course Outline
Review of Basic Arithmetic Operations with the Real Number System Measurement and Number Systems Exponents & Radical Expressions Linear Equations & Inequalities

Course Outline
Multi-Disciplinary Writing Strategies for Drafting, Revising, and Proofreading Professional Documents Manuscripts and Adaptations Reports and Proposal Writing Total credit hours Course length 4.00 4 weeks

Course Outline
Ancient Art Medieval and Renaissance Art Modern Art Post-modern Art Total credit hours Course length 4.00 4 weeks

Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness Total credit hours Course length 4.00 4 weeks

Course Outline
Fixtures and Control Design and Programming Troubleshooting and Maintenance

Graphing Proportions, Formulas, and Word Problems Introductory Statistics and Probability

REC 2901

Session Recording
The Session Recording Course provides overall experience in the theory, philosophy, and practice of contemporary music production in a world-class studio facility. The course introduces the theory and operation of large-format audio consoles. Emphasis will be placed on how to conduct a music session and how to work with a band in a studio setting. Additional topics of study will be studio signal flow, recording techniques, and synchronization. Students utilize cutting-edge audio recording technology for advanced study in order to gain expertise in the art and science of music production.

Total credit hours Course length

4.50 4 weeks

CLP 1006

SPC 1606

Behavioral Science

SHP 3423

Show Production Systems


The Show Production Systems Course covers intermediate technical concepts as well as the skills required of todays live event production teams. Classroom overviews of the equipment and of the signal flow within systems prepare the student for future labs and productions. Curriculum content will focus on the construction and interface of show production systems, which will reveal the wiring and internal parts found inside each major system component. This curriculum will serve as a foundational element that will assist students in future courses.

The Behavioral Science Course introduces students to the complexities of self-awareness, self-directed learning, and effective interpersonal interactions. Students will learn to recognize the challenges that individuals face in a world that is technologically evolving at a rapid pace. They will become equipped with new ways to address their personal motivations, and will work to improve their learning strategies and methods of interacting within the Full Sail community. Students will also enhance their ability to analyze and evaluate information.

Business Applications and Mathematical Models Total credit hours Course length CGS 1000 4.00 4 weeks

Public Speaking
The Public Speaking Course is designed to train students in understanding and implementing oral communication skills. Learning is centered on student participation in a variety of speaking/listening situations, which are designed to increase the understanding of the interpersonal nature of all speech communication. Students study and participate in the creation and delivery of at least three types of speeches. Target audience identification, surveys, body language, effective speaking techniques, and pre-speech planning are investigated and used to create speeches.

PHY 1000

Fundamentals of Physics
The Fundamentals of Physics Course teaches students how to understand the world through physics. Real-world phenomena such as light, mechanics, motion, collisions, and magnetism are introduced. Emphasis is placed on how problems, in describing nature, are approached in terms of physical theories and mathematical formulae.

Computer Science and Internet*


The Computer Science and Internet Course introduces students to the basics of computer operating systems and software, web 2.0 tools, and multimedia applications as they relate to everyday experiences of the computer user. Students will initiate online collaboration as well as utilize the tools to successfully navigate common issues associated with online collaboration. Additionally, students will evaluate and demonstrate knowledge of specific software applications and technologies used in todays society.

Course Outline
Studio Signal Flow Recording Practices and Procedures Recording Techniques Recording Projects Total credit hours Course length 4.50 4 weeks

Course Outline
Self-Awareness Self-Regulation Motivation Empathy Social Skills Total credit hours Course length 4.00 4 weeks

Course Outline
Kinematics Motion Energy and Mechanics Electricity and Magnetism Electromagnetic Spectrum Survey of Light Physical Theories and Formulae Total credit hours Course length 4.00 4 weeks

Course Outline
Impromptu Speeches Researching for Speech Manuscripts Creation and Delivery of Persuasive Speeches Creation and Delivery of Expository and Demonstrative Speeches Speech Outlines Audience Surveys Evaluation of Speaking Effectiveness Total credit hours Course length 4.00 4 weeks

Course Outline
Console Overview and Signal Flow Design Concepts Technical Systems Production and Engineering Total credit hours Course length 4.50 4 weeks

Course Outline
Multimedia Presentations Operating Systems and Technologies Web 2.0 Tools Student Audio/Video Projects Total credit hours Course length 4.00 4 weeks

* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.

This specific course uses the Florida Statewide Course Numbering System (SCNS).

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Areas of Focus

Sports Marketing

New Media Marketing Content Creation Distribution Channels & Social Media Presence

Media &
Bachelor of Science Degree Program
Todays sports fans are connected to their favorite games, teams, and athletes more than ever before, as technology has brought athletes and their fans even closer together. Through new media and digital distribution efforts, sports organizations now have a wide range of opportunities to connect to their biggest supporters while reaching out to new and casual fans. Game Design

Our Sports Marketing & Media Bachelor of Science degree program helps you gain the skills needed to become the kind of professional who is able to understand both the creative process and the marketing considerations involved with the development of video, website content, and social media campaigns for sports organizations. As you learn about the business principles, content creation, and legal and ethical issues of the sports industry, youll develop the skills necessary to position yourself as a valuable player in the everevolving world of sports and media.

Graduates of this degree may apply to continue their education with the: Master of Science Degree Program

Media Design

CAMPUS PROGRAM

ONLINE PROGRAM

250

Master of Fine Arts Degree Program FU L L S A I L U N I V E R SITY


* IF YOURE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR ADMISSIONS DEPARTMENT TO EXPLORE YOUR OPTIONS.

S PO RTS M A R K ETI N G & M ED I A

Bachelor of Science Degree Program

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Areas of Focus

social
CONTENT

MOBILE

creation

D I G I TA L S PA C E S

New Media Marketing


Technology has changed the way that sports fans connect with teams, leagues, franchises, and athletes, as well as how they interact with one another. As a result, team owners, venue owners, and other sports organizations are relying more and more on new media marketing techniques to foster fan loyalty and grow support. In exploring the strategies that are most effective for a sports-related business, youll develop client marketing plans, learn about sports sales and sponsorships and how they can aid you in your marketing efforts, and explore how the digital and mobile platforms specic to the sports industry can help you bring your message to the masses.

professional

DEVELOPMENT

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Areas of Focus

LEADERSHIP

skills
marketing TECHNOLOGY
Distribution Channels & Social Media Presence
Throughout the program, youll learn about the new media distribution channels that sports organizations are using to connect with fans and consumers, and determine which channels best suit the product or service. Youll study the opportunities found in channels such as web 2.0, mobile devices, video games, virtual worlds, web mash-ups, blogs and wikis, email, interactive TV, and podcasting. Youll also gain a better understanding of how social networks can be employed to create and maintain an online connection with fans, connecting events, branding campaigns, and the media youve created.

N E G O T I AT I N G

FAN TEAM CONNECTION

maximize

engaging
CONTENT
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C R E AT E

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Areas of Focus

multiple
PLATFORM

DEVELOPMENT
BUSINESS

NETWORKING
Content Creation
Checking the score of the game or nding out the latest information about your favorite team is no longer about watching a ticker scroll by or checking the sports pages today, you can access all of that information from a device that can t in your pocket. In the Sports Marketing & Media degree program, youll learn how to craft compelling and engaging content for multiple platforms, including television, mobile devices, and the web. Youll conceptualize, create, and edit advertising materials, video elements, feature stories, podcasts, and business presentations, while learning about the process that goes into making mobile applications, video games, television broadcasts, and more.

DEVELOPMENT

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Overview
Teams, companies, and organizations in the eld of sports business are rapidly moving into social, mobile, and digital spaces, while targeting opportunities to create content, control their messages, generate revenue, and create fan branding. These businesses are realizing that as the digital universe expands, they can connect with their respective clients and fan bases in a much more intimate way than has ever been possible. Because of this, the sports business has a universal need for creative minds who dont just understand and utilize technology, but who are able to communicate the information derived from it. In Full Sails Sports Marketing & Media Bachelor of Science degree program, youll have the opportunity to contribute to the new demands of the evolving eld of sports business, particularly from a position where digital art, design, communication, distribution, and marketing intersect. This degree program will provide you with a fundamental understanding of how marketing and content creation are becoming much more integrated into the everyday operations of sports businesses. The degree program also provides practical, real-time opportunities for students to create, distribute, and market content and includes topics such as social media marketing, new media distribution, and intellectual property, public relations, and leadership. The collaborative, project-based program culminates in the Sports Marketing Final Project course, which requires students to create and produce a targeted sports business marketing campaign for a selfselected company (i.e., team, league, university, or marketer). To help you move toward your desired career, weve got a team of Career Development professionals that will help you polish your interviewing skills and rsum. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.

Objective
The objective of the Sports Marketing & Media Bachelor of Science degree program is to help students develop and rene skills in marketing and technology, which will be valuable for communication, revenue generation, event operations, marketing, and business development within the eld of sports business. The degree program focuses on ways that students can maximize the connection between fans, teams, and athletes, and students will learn how to utilize the principles of marketing in a sportsspecic context, while implementing original content on multiple platforms. Completion of the Sports Marketing & Media bachelors degree program will enable graduates to pursue new and emerging professional pathways in the eld of sports business.

SPORTS MARKETING & MEDIA

OVERVIEW & OBJECTIVE

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Sports Marketing & Media


Bachelor of Science Degree Program
PROGRAM CORE
Code SMM 4111 DGL 101 WEB 2601 SMM 4751 SMM 1201 PGY 1106 MAN 2020 MKT 210 PGY 2146 SMM 4833 SMM 3933 IMK 221 SMM 3751 SMM 3561 SMM 3111 SMM 3621 SMM 4231 SMM 4413 SMM 3231 SMM 4951 SMM 3413 SMM 2201 SMM 4561 WEB 2703 Totals: Course Business Project Management Digital Literacy Fundamentals of Digital Storytelling Global Sports Marketing Strategies History of Sports Media Introduction to Digital Photography Introduction to Management Introduction to Marketing Introduction to Video Marketing Plans and Campaign Development Mobility Technology and Marketing New Media Distribution Channels* Public Relations in Sports Social Media and Sports Marketing Sports Business Models Sports Events and Entertainment Sports Law and Contracts Sports Licensing and Intellectual Property Sports Marketing Sports Marketing Final Project Sports Marketing Research Sports Media Sports Sales and Sponsorships Web Design and Editing Credit Hours 4.00 4.00 4.00 4.00 4.00 3.00 4.00 4.00 4.00 4.00 4.00 3.50 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 94.50
* This specific course is offered online. Please see course description for details.

Course Descriptions
Program Core
GENERAL EDUCATION
Code ART 2007 CLP 1006 MGF 1213 CGS 1000 ENC 1101 PPE 2110 STA 2026 SPC 1606 Totals: Course Art History* Behavioral Science College Mathematics

SMM 4111 Credit Hours 4.00 4.00 4.00 4.00 4.00 4.00 3.50 4.00 31.50

WEB 2601

SMM 1201

MAN 2020

Business Project Management


The Business Project Management Course is a direct study of business management organizational structures through the creation of a project that allows an interactive examination of the principles of organizing, operating, financing, and employing single- and mixed-use projects from the perspectives of a business executive. Students construct strategic plans in the selection and development of sports business initiatives and strengthen their understanding of analytical tools and strategic analysis of the industry. Students also begin developing their individual business proposal for their Final Project course and are challenged to pull together ideas and information from their program of study as they develop their proposal and explore its potential for becoming a viable business.

Fundamentals of Digital Storytelling


The Fundamentals of Digital Storytelling Course aims to help students develop the fundamentals of writing and producing functional content for the World Wide Web. The course explores both the mechanics of storytelling as well as how marketers and content developers convey themes through their writing. Students learn the techniques and methods for researching, reporting, messaging, and storytelling through the Web. The course helps students learn how to identify stories best told on the Web and how to best structure those stories for their audiences via different delivery systems, including interactive web pages.

History of Sports Media


The History of Sports Media Course serves as an introduction to the cultural relationship between sports and media. The course provides an overview of sports media including influences, influential people, and moments. Students learn about the history of research, ethics, practices, and the societal impact of sports media both past and present. Special attention is given to traditional sports media outlets such as newspapers, magazines, radio, and television, as well as the impact of historical and cultural influences.

Introduction to Management
The Introduction to Management Course analyzes the management principles that lead to a successful company, as well as the nature of business decisions. Students learn about creating and maintaining different types of organizational structures within relationship, leadership, and legal contexts, while examining how to harness knowledge, resources, and ingenuity. The course also contains an introduction to risk management principles and practices and provides different types of risks and the strategies used to minimize them in relation to physical assets, legal liability, employee benefit programs, taxes, and retirement costs.

Computer Science and Internet* English Composition I* Ethics and Psychology Introduction to Statistics Public Speaking

Course Outline
Sports Organizations and Mass Media Print, Radio, and Television Sports Media Culture Sports Content and Programming Sports Journalism Ethics and Evolution Total credit hours Course length PGY 1106 4.00 4 weeks

Course Outline
Interactive Storytelling Thematic Narrative Development Design Proposals Multimedia Element Integration Total credit hours Course length 4.00 4 weeks

Course Outline
Creating and Maintaining Organizational Structure Human Resource Principles Local and National Labor Laws Risk Management Sports Business Management Case Studies Total credit hours Course length 4.00 4 weeks

Course Outline
Excel Data Reporting Organizational Principles

TOTAL CREDIT HOURS: TOTAL WEEKS:

126 128

Project Finance Business Plan Development Total credit hours Course length DGL 101 4.00 4 weeks

SMM 4751

Global Sports Marketing Strategies


The Global Sports Marketing Strategies Course focuses on the development of international sports marketing as well as the global impact of sports organizations. Students learn about international business and how sports business functions within that environment. The course also explores how social issues impact sports and international society, and how these issues affect sponsorship, marketing campaigns, and global pursuits.

Introduction to Digital Photography


The Introduction to Digital Photography Course exposes the student to still photography and the storytelling process using a digital single-lens reflex camera (SLR). Good composition, the discipline of the frame, proper exposure, lens theory, and portfolio creation are presented as the building blocks of visual storytelling in this dynamic hands-on experience. Students will learn to effectively use iPhoto for editing and managing their digital workflow as well image sharing websites to present the photographs to the class.

This specific course uses the Florida Statewide Course Numbering System (SCNS).

Digital Literacy
The Digital Literacy Course utilizes a collaborative learning environment to introduce basic computer functions, software programs, and web tools that help prepare students with skills for 21st century learning. In addition, students learn the operation and management of the Apple Mac Operating System, Apple hardware, and applicable technology. Students use these tools to complete various projects, conduct Internet research, collaborate with other students, and communicate with instructors.

Chronological Schedule by Months


1 2 3 4 5 6 7

DIGITAL LITERACY BEHAVIORAL SCIENCE

HISTORY OF SPORTS MEDIA

INTRODUCTION TO MARKETING ENGLISH COMPOSITION

INTRODUCTION TO MANAGEMENT

COMPUTER SCIENCE & INTERNET COLLEGE MATHEMATICS

PUBLIC SPEAKING INTRODUCTION TO DIGITAL PHOTOGRAPHY

SPORTS MEDIA ART HISTORY

Course Outline
Global Sports Bodies, Governance, and Structures Global Sports Sponsorship Dynamics Integrated Marketing Plans Marketing Planning Process Total credit hours Course length 4.00 4 weeks

Course Outline
Still Photography Visual Storytelling Digital Workflow Image Sharing Total credit hours Course length 3.00 4 weeks

Course Outline
Mac OS and the FSO Learning Platform

10

11

12

13

14

21st Century Learning Skills Internet Tools for Research and Learning Collaborating with Peers Total credit hours Course length 4.00 4 weeks

INTRODUCTION TO VIDEO ETHICS & PSYCHOLOGY

INTRODUCTION TO STATISTICS FUNDAMENTALS OF DIGITAL STORYTELLING

WEB DESIGN & EDITING SPORTS BUSINESS MODELS

SPORTS MARKETING

SOCIAL MEDIA & SPORTS MARKETING SPORTS MARKETING RESEARCH

SPORTS EVENTS & ENTERTAINMENT

PUBLIC RELATIONS IN SPORTS NEW MEDIA DISTRIBUTION CHANNELS

15

16

17

18

19

20

21

MOBILITY TECHNOLOGY & MARKETING

BUSINESS PROJECT MANAGEMENT SPORTS LAW & CONTRACTS

SPORTS LICENSING & INTELLECTUAL PROPERTY

SPORTS SALES & SPONSORSHIP

GLOBAL SPORTS MARKETING STRATEGIES

MARKETING PLANS & CAMPAIGN DEVELOPMENT

SPORTS MARKETING FINAL PROJECT

This specific course uses the Florida Statewide Course Numbering System (SCNS).

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Course Descriptions
Program Core
MKT 210 SMM 4833 IMK 221 SMM 3561 SMM 3621 SMM 4231 SMM 3231 SMM 3413

Introduction to Marketing
The Introduction to Marketing Course explores general marketing concepts as they relate to the nuances of business. Students construct strategic plans in the selection and development of media products and are introduced to entertainment licensing concepts and promotional avenues, such as trade shows, trade publications, and the Internet. In addition, this course strengthens students understanding of analytical tools and strategic analysis of the entertainment business, knowledge that can facilitate the success of their creative work. Consumer behavior and its effect on the success of entertainment products are also examined.

Marketing Plans and Campaign Development


The Marketing Plans and Campaign Development Course is designed to give students an interactive opportunity to develop a client marketing plan and/or business activation campaign from start to finish. Students research and analyze case studies and formulate a project that enables them to create their own campaigns, beginning with the creative process and then moving into the managerial and process-making role involved in communication or marketing plans. This course teaches students about the tools they need to develop messaging and branding through design, technology, and presentation on a forperformance basis.

New Media Distribution Channels*


The New Media Distribution Channels Course teaches students how to analyze new media distribution channels to determine how to market and deploy their products/ services over a multitude of platforms. Students examine a variety of advanced media components; assess which distribution channels can best help them to accomplish their marketing goals, and then integrate their product/service into those channels, making alterations as needed. The course takes students through the following new media distribution channels: Web 2.0, mobile devices, video games, virtual worlds, Web mash-ups, blogs and wikis, email, social media, interactive TV, and podcasting.

Social Media and Sports Marketing


The Social Media and Sports Marketing Course examines the methodology inherent in viral marketing through social media applications and applies social media to situations for revenue generation and brand awareness in the sports business. Students explore the avenues by which teams and organizations can use social media to inspire consumers to tell others about their products or services to grow brand awareness and fan/consumer loyalty. Students learn how to evaluate if and when specific marketing approaches are appropriate for their product and/or brand and are tasked with creating and producing their own social media and viral marketing campaign.

Sports Events and Entertainment


The Sports Events and Entertainment Course serves as an examination of sports business event management, as well as the strategies used to market conferences, meetings, and special events, and the necessary components for marketing and packaging sports and entertainment events. Students cover a wide range of topics including event planning, promotion, and production over a variety of different types of events and conferences, with a targeted focus on the role technology and design play in contributing to the successful development of such events. The course guides students through budgeting, planning, staff and equipment management, video and graphic production, interactive marketing, signage, and strategic partnerships development, and covers the application of project management tools for successful event planning and management.

Sports Law and Contracts


The Sports Law and Contracts Course provides an overview of general sports business practices, including entity formation, insurance, taxes, accounting, and contracts and negotiations. Students explore the theories of negotiation and strategy in developing solutionoriented processes for achieving results in the sports business. Through integrative techniques and game theory, students investigate the relationships between organizations, sponsors, vendors, and distribution outlets. Students also explore a variety of topics including content creation, conflict and dispute resolution and remedy, theoretical processes and strategies, creativity in contract writing, and enforcement of terms.

Sports Marketing
The Sports Marketing Course introduces students to the specific properties of marketing for sports. The course reviews the revenuegeneration aspects of sports business and will help students learn how to identify different types of sports business consumers, as well as a variety of marketing and media strategies and applications to engage consumers. Within their course of study, students create sports marketing initiatives for implementation on traditional and digital media platforms.

Sports Marketing Research


The Sports Marketing Research Course compares and contrasts the various research methodologies utilized in marketing research most commonly practiced in sports marketing settings. Within the context of the sports industry, students explore marketing strategies and tactics and the roles that design, implementation, analysis, interpretation, and reporting of research that influence marketing decisions. Students undertake individual research projects and are responsible for selecting an appropriate research design, conducting research, and interpreting data for conclusions.

Course Outline
History of Sports Marketing Sports Marketing Concepts and Strategies Proper Market Research Consumer Identification Multiplatform Distribution Total credit hours Course length 4.00 4 weeks

Course Outline
Sports Marketing Research Strategies Demographic and Consumer Research Strategies Primary and Secondary Targeting Individual Project Development Total credit hours Course length SMM 2201 4.00 4 weeks

Course Outline
Marketing Principles and Terminology Competitive Tactics Marketing Plan Development Branding Advertising Total credit hours Course length PGY 2146 4.00 4 weeks

Course Outline
Campaign Development Process Marketing Plan Architecture and Integration Effective Campaign Management Customer Acquisition and Alignment Total credit hours Course length SMM 3933 4.00 4 weeks

Course Outline
Management Functions of Legal Theory Human Resource Management Strategic Governance Marketing Management Total credit hours Course length SMM 4413 4.00 4 weeks

Course Outline
New Media Distribution Channels Defined New Media Distribution Strategic Development New Media Distribution Channel Evaluation Total credit hours Course length SMM 3751 3.50 4 weeks

Course Outline
Social Media Campaign Development Social Web Participation Social Media Measurement Tools and Metrics Interruptive Advertising Social Media Channels Total credit hours Course length SMM 3111 4.00 4 weeks

Course Outline
Overview of Sports Event Management Sports Event Concept Design Project Plan Management and Development Target Audience Research Location Scouting and Logistics Technical Sports Event Development

SMM 4951

Sports Marketing Final Project


The Sports Marketing Final Project Course gives students an opportunity to research, develop, and write a proposal for a sports business concept and/or sports marketing plan and execute the concept. Students are expected to incorporate the comprehensive elements of their entire academic experience, including the application of proper research methodologies, business writing skills, and proposal preparation to concepts such as content creation, branding, distribution, design and technology, and sales and marketing.

Introduction to Video
The Introduction to Video Course is designed to expose students to the basics of video production for the purpose of content creation. Students study field-producing techniques and methods for reporting, messaging, and storytelling through video. The interactive course teaches students how to identify stories best told in video and how to best structure these stories for their audiences. Students develop skills shooting video using personal handheld cameras and editing video on their MacBook Pros.

Mobility Technology and Marketing


The Mobility Technology and Marketing Course introduces students to mobility technology through sports marketing concepts. Students learn the necessary fundamentals for mobile applications along with an overview of mobile phone content development. The majority of the course focuses on strategic marketing possibilities for mobile platforms, including applications and their use, activation, and revenue generating opportunities. The course encourages students to utilize their earlier instruction and knowledge in design, research, entrepreneurship, and business development.

Public Relations in Sports


The Public Relations in Sports Course provides students with an understanding of sports communications. The primary focus is on professional and corporate levels with an emphasis on the use of content creation, technology, distribution, and new media. Students learn how teams, organizations, and marketing companies use traditional and new media to align their business objectives with their communications strategies and how organizations can manage various forms of media to communicate specific messages to distinct audiences designed for particular subjects. This course allows students to learn how to employ new technologies to reach fans creatively and shows them how to become the creative bridges between the sports business, the on-field and off-field content, and its consumers.

Sports Licensing and Intellectual Property


The Sports Licensing and Intellectual Property Course examines trade secrets, trademarks, patents, and copyrights in connection with methods of protecting creative works, logos, images and representations, especially in regard to the democratization of the creation of content and the ability of noncontracted individuals to acquire, distribute, and share content. Students explore acquisition, licensing, sale, and transfer of rights as they relate to teams, leagues, music, digital media, animation, gaming, film, and show production. Concepts are examined through case studies and applied business properties.

Sports Media
The Sports Media Course is an exploration of the relationship between sports, sports businesses, and the media, both advanced and traditional. The course examines a wide scope of media platforms and their historical and current roles in sports business and marketing strategy, including broadcast, cable, satellite, interactive TV (including regional sports networks and their territorial rights), radio (all formats), social media, mobile media, the role of conglomerates (Comcast/Universal, Disney/ ABC/, Newscorp, etc.), online media (blogs, podcasts, web 2.0); and location-based media (retail signage). Students examine the methods used to collect and process information and apply it to marketing sports services and products, with a focus on direct marketing and indirect public relations.

Sports Business Models


The Sports Business Models Course is designed to help students develop a basic understanding of the principles of economics that influence individual decision-makers, both consumers and producers, within an economic system, as well as a basic understanding of the function of product markets as they relate to sports. Students also learn about the different types of relationships forged between sports organizations, their business partners and consumers, and how industry businesses develop and nurture streams of revenue through those relationships.

Total credit hours Course length

4.00 4 weeks

Course Outline
Sports Marketing Proposal Writing and Development Market Analysis Venture Description Marketing Plan and Budget Management Plan Total credit hours Course length 4.00 4 weeks

Course Outline
Storytelling Field Production Techniques Camera Techniques Design and Production Total credit hours Course length 4.00 4 weeks

Course Outline
Mobile Marketing Techniques Mobile Demographics Search Engine Optimization Mobile Application Development Brand Awareness Total credit hours Course length 4.00 4 weeks

Course Outline
Intellectual Property Rights Acquisition, Licensing, Sale, and Transfer of Rights E-Commerce and Technological Innovation Litigation Case Studies Total credit hours Course length 4.00 4 weeks

Course Outline
Sports Business Leadership Sports Properties and Marketplaces Revenue Management Financial Data Management Disciplines Total credit hours Course length 4.00 4 weeks

Course Outline
Broadcast Media Rights and Ownership Sports Network Relationships Revenue Generation through Content Development Location-Based Media Total credit hours Course length 4.00 4 weeks

Course Outline
Public Relations Ethics Reputation Management Information Services and Organizational Media Crisis Communications Total credit hours Course length 4.00 4 weeks

* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.

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Course Descriptions
Program Core
SMM 4561

General Education
ART 2007 MGF 1213 ENC 1101 STA 2026

Sports Sales and Sponsorships


The Sports Sales and Sponsorship Course provides students with an overview of current factors and issues related to sports sponsorship, including sponsorship planning, sales and negotiations, and sponsorship proposals and evaluations. Students explore the relationship between sports organizations and businesses, universities, corporate sponsors, advertising agencies, individual ticket consumers, and the development of their respective marketing campaigns. The course concentrates on the notions of communication and branding through sales, the value of sponsorship, and the alignment of marketing concepts.

Art History*
The Art History Course introduces students to selected, impactful monuments of art and architecture in the Western tradition from the prehistoric to post-modernism era studied in relation to the intellectual background of the ages and civilizations that produced them. Lectures accompanied by various visual mediums inspire discussions of assigned readings in philosophical, religious, scientific, political, literary, artistic, and cultural contexts.

College Mathematics
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. Firsttime algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.

English Composition I*
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.

Introduction to Statistics
The Introduction to Statistics Course introduces statistics as a tool for decisionmaking. The first part of this course reviews how to collect, present, and organize data. It explores measures of central tendency and dispersion and how to calculate them. The course concentrates on representing data visually by creating and interpreting charts and graphs, exploring relationships found in data through correlation analysis, and assigning probability and calculating the likelihood of the occurrence of events. This knowledge is applied in solving problems and making decisions based on quantifiable data.

Course Outline
Review of Basic Arithmetic Operations with the Real Number System Measurement and Number Systems Exponents & Radical Expressions Linear Equations & Inequalities

Course Outline
Ancient Art Medieval and Renaissance Art Modern Art Post-modern Art Total credit hours Course length CLP 1006 4.00 4 weeks

Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness Total credit hours Course length 4.00 4 weeks

Course Outline
Overview of Business Statistics Business Statistics Terminology Collecting and Organizing Data Presentation of Statistical Data Problem-solving Using Statistics Total credit hours Course length SPC 1606 3.50 4 weeks

Course Outline
Sales Force Creation, Strategies, and Negotiation Sports Consumer Behavior Sponsorship Rights Sports Segmentation and Pricing Branding and Activation Total credit hours Course length WEB 2703 4.00 4 weeks

Graphing Proportions, Formulas, and Word Problems Introductory Statistics and Probability Business Applications and Mathematical Models Total credit hours Course length CGS 1000 4.00 4 weeks

Behavioral Science
The Behavioral Science Course introduces students to the complexities of self-awareness, self-directed learning, and effective interpersonal interactions. Students will learn to recognize the challenges that individuals face in a world that is technologically evolving at a rapid pace. They will become equipped with new ways to address their personal motivations, and will work to improve their learning strategies and methods of interacting within the Full Sail community. Students will also enhance their ability to analyze and evaluate information.

PPE 2110

Ethics and Psychology


This Ethics and Psychology Course is designed to give students an opportunity to discover the many facets of their psychological identity. Students will focus on how a personal values system is developed, and how it serves as the foundation for the decisions an individual will make in his or her lifetime. Students will also explore human interaction and behavioral styles, as well as how to develop positive, productive relationships. Additionally, students will examine the psychological issues individuals deal with in their daily lives, such as stress, gender inclusion, and how to process information.

Public Speaking
The Public Speaking Course is designed to train students in understanding and implementing oral communication skills. Learning is centered on student participation in a variety of speaking/listening situations, which are designed to increase the understanding of the interpersonal nature of all speech communication. Students study and participate in the creation and delivery of at least three types of speeches. Target-audience identification, surveys, body language, effective speaking techniques, and pre-speech planning are investigated and used to create speeches.

Web Design and Editing


The Web Design and Editing Course provides students with the tools they need to develop website branding and messaging through design, technology, and presentation. Students learn how to structure applications and prepare media for different types of delivery platforms, with an emphasis on creating opportunities for the Web. Outcomes include the creation of video elements, feature stories, business presentations, advertising and signage, and other industry uses of content for presentation and distribution.

Computer Science and Internet*


The Computer Science and Internet Course introduces students to the basics of computer operating systems and software, web 2.0 tools, and multimedia applications as they relate to everyday experiences of the computer user. Students initiate online collaboration as well as utilize the tools to successfully navigate common issues associated with online collaboration. Additionally, students evaluate and demonstrate knowledge of specific software applications and technologies used in todays society.

Course Outline
Self-Awareness Self-Regulation Motivation Empathy Social Skills Total credit hours Course length 4.00 4 weeks

Course Outline
Values and Moral Reasoning Ethics and Ethical Dilemmas MBTI and Personality Archetypes Johari Window Communication Model Existential-Humanistic theories and Free Will

Course Outline
Impromptu Speeches Researching for Speech Manuscripts Creation and Delivery of Persuasive and Demonstrative Speeches Speech Outlines Audience Surveys and Evaluation Total credit hours Course length 4.00 4 weeks

Course Outline
Introduction to Editing Systems Web Editing Applications Dialogue, Video, and Audio Computerized Editing Techniques Total credit hours Course length 4.00 4 weeks

Course Outline
Multimedia Presentations Operating Systems and Technologies Web 2.0 Tools Student Audio/Video Projects Total credit hours Course length 4.00 4 weeks

Cognitive Psychology and Personal Beliefs Systems Gender Issues in Entertainment Media and Marketing Final Group Presentations Total credit hours Course length 4.00 4 weeks

* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.

This specific course uses the Florida Statewide Course Numbering System (SCNS).

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Areas of Focus

Design & Development


Bachelor of Science Degree Program
Advancing at a faster pace than perhaps any other technological achievement in our societys history, the Internet is now at the epicenter of our culture. In todays world, the ability to share ideas, information, and concepts with a global audience is something we almost take for granted life without the Internet is nearly unthinkable! That reality makes the skills needed to help develop the applications and sites that drive the web a powerful commodity in todays Internet-centric market. Just think of how many different websites you visit on a daily basis if its a public entity, it probably has a website. Each site stems from an idea and specic goals, and is designed and developed by people who are dedicated to maintaining our most prevalent source of information. When you enter Full Sails Web Design & Development Program, you prepare to join the ranks of those who create the way we live and connect with others online.

Web Design &


Media Design Game Design

Interface Design & Usability Web Standards Interactivity Dynamic Back-end Development Website Development Project

Graduates of this degree may apply to continue their education with the: Master of Fine Arts Degree Program
CAMPUS PROGRAM ONLINE PROGRAM

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Master of Science Degree Program FU L L S A I L U N I V E R SITY


CAMPUS * IF YOURE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR PROGRAM ADMISSIONS DEPARTMENT TO EXPLORE YOUR OPTIONS. ONLINE PROGRAM

W E B D ESI G N & D EV ELO PM EN T

B a ch e l o r of Science Degree Program

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Areas of Focus

ARCHITECTURE

information

DATA O R G A N I Z AT I O N

user

C R E AT I N G

A user

INTERF E INTERFAC

Interface Design & Usability


Today we depend on interfaces and websites more than ever in our day-to-day lives, whether its nding directions, checking our bank statements, shopping online, or any of a thousand other tasks made easier by the Internet. Regardless of why we nd ourselves browsing a website, whats most important is how accessible and user-friendly our experience is after all, its these factors that inuence whether we choose to visit a website more than once. Understanding how to construct a website that will strike users as both intuitive and easy to use is crucial to the success of sites you design. In this phase of the program, youll work on creating logical, intuitive, and clear interfaces by learning how users interact with different types of sites, and youll examine proven design patterns. Youll also learn Information Architecture (IA), the process of organizing and presenting data to users in a clear and meaningful way.

EXPERIENCE

friendly

intuitive
DESIGN
INTERFACE

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Areas of Focus

optimization
TEC H NIQ U E S

objectORIENTED
document OBJECT

PROGRAMMING

richMEDIA
DEPLOYMENT

MODEL
Interactivity
A compelling website is more than just some words thrown on a page. Truly stunning websites draw you in, offering an interactive experience that comes to life when your ngertips hit the keyboard. Adding music, sound effects, movies, and cartoons to a site can transport a user from their desk into your world. In this degree program, youll gain an understanding of object-oriented programming principles and learn languages and techniques that give you the ability to develop complex interactivity for your own websites. Once youre uent with this technology, youll be able to draw, design, animate, and code while implementing audio and video through both buffered and streaming deployment.

Web Standards
Have you ever accessed a website from different computers and noticed that its appearance and use were inconsistent from one platform to the next? That might be because whoever developed the site did not follow the guidelines set by the World Wide Web Consortium (W3C). The W3C standards exist to allow websites to look and function the same on as many different operating systems (Windows, Macintosh, Unix/Linux) and delivery platforms (multiple web browsers, mobile devices) as possible. Our web standards courses help you learn how to design, code, and deploy websites so that your content is the same regardless of where and how its being viewed. As you learn the proper graphic optimization techniques and understand how the validators developed by the W3C work, youll be able to make sure your (or your companys) message gets across loud and clear.

INTERACTIVE
EXPERIENCE

ENGAGING

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Areas of Focus

database tables

indexes

AUTHENTICATION AUTHENTICATION

security

database
SERVERS

web
A PPL I CAT I ON S

Dynamic Back-end Development


Organization is key to any website, but its not limited to what your sites visitors see. Youll need to develop a solid and robust back-end system that will deploy content from a database server and allow interaction between the hosting server and the users web browser. From logging into a secure area of a website, to searching for specic info on a web search engine like Google, to creating robust user search functions, dynamic back-end development plays an important role in developing web applications, particularly for mid-to-large-sized corporations. Youll gain experience setting up thorough user-friendly systems while learning concepts like sessions and cookies, querying, authentication, security, and database tables with indexes.

Website Development Project


Once youve mastered the design and coding concepts you need to build any kind of website, well ask you to do just that. In the nal stage of the Web Design & Development program, youll need to use all your web development skills and techniques to dene your goals for an advanced website, plan its functionality and design, and then enter a production phase where youll create the entire site from start to nish. Our instructors will guide you throughout the process, critiquing your work and helping you create a nal project that utilizes your skills to the fullest. Youll document every step of your work, and when its completed, youll present your nished website to your peers and instructors as an example of exactly what youre capable of.

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Overview
Full Sails Web Design & Development degree is a program equally divided between the artistic and aesthetic concerns of creating websites and the coding and programming needed to make them work. Youll begin to unlock the secrets of web development in all of its forms by designing, coding, and publishing standards-based web content for a variety of formats. To make websites that are at their most dynamic and engaging, youll be using industry-standard tools, including HTML5, CSS, XML, Flash and ActionScript, server-side languages, database structures, and JavaScript. Youll also learn to develop content for smartphones, tablets, and other branches of the expanding realm of mobile devices. Each of your acquired skills will be used to create real-world projects and develop a wellrounded portfolio. In addition to giving you experience and assignments aimed at making you a well-rounded web designer, youll also have courses focusing on communication skills, English composition, professional presentation, art history, and how to prepare yourself for that rst step into the web design and development industry. To help you make that transition, weve also got a team of Career Development professionals that can help you polish your interviewing skills and rsum and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.

Objective
Our goal is to provide you with the focused knowledge and understanding of web development production needed to qualify for entry-level industry positions as web designers, developers, and programmers. Additional skills you acquire in customer relations, copyright law, and corporate branding will broaden your opportunities for a variety of positions in the industry. In addition to technical prociency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.

WEB DESIGN & DEVELOPMENT

OVERVIEW & OBJECTIVE

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Web Design & Development


Bachelor of Science Degree Program
PROGRAM CORE
Code DGT 241 WDD 432 WDD 442 WDD 211 WDD 212 WDD 331 WDD 462 DGT 112 WDD 221 WDD 332 WDD 231 WDD 111 WDD 471 PLA 2412 WDD 342 WDD 121 WDD 131 WDD 232 WDD 343 WDD 443 WDD 353 WDD 241 WDD 142 Course Advanced Computer Graphics Advanced Database Structures Advanced Server-side Languages Applied Design Tools and Interfaces Concepts of Object-oriented Programming Database Structures Deployment of Flash Projects Designing Computer Graphics Designing for Web Standards Flash ActionScript Techniques Flash Design and Animation Flash Fundamentals Flex Frameworks Intellectual Property and Law Mobile Device Deployment Networks and Server Structures Principles of Production Process Rich Media Optimization Scripting for Web Applications I Scripting for Web Applications II Server-side Languages Streaming Media Servers Web Design Fundamentals

Course Descriptions
Program Core
DGT 241 Credit Hours 4.00 3.00 4.00 4.00 3.00 3.00 7.00 4.00 3.00 4.00 4.00 4.00 3.00 3.00 4.00 4.00 3.00 4.00 4.00 4.00 4.00 3.00 4.00 Totals: 32.00 Totals: 104.00 WDD 482 WDD 483 WDD 141 WDD 481 WDD 354 Web Final Project I Web Final Project II Web Interface and Usability Web Project Preproduction Web Standards Project 3.00 3.00 3.00 4.00 4.00 WDD 442 WDD 212 WDD 462

Advanced Computer Graphics


Advanced Computer Graphics is designed to teach students advanced levels of graphics creation through the use of software programs that are used by design, animation, and interactive media companies worldwide. This course emphasizes raster graphic design from a web-specific point of view, and expands the knowledge of digital color models and image compositing techniques.

Advanced Server-side Languages


Advanced Server-side Languages reinforces and builds upon concepts and principles outlined in the Server-side Languages course. Students expand on the foundation concepts taught in that class by developing even more robust dynamic content and applications. This course teaches students how to write advanced code that will be used to create dynamic web applications that are frequently used within the industry.

Concepts of Object-oriented Programming


The Concepts of Object-oriented Programming Course explores techniques used in Object-oriented Programming (OOP) languages. Students are introduced to the core OOP concepts of inheritance, encapsulation, and polymorphism. Students will also learn object model implementation of industry-standard techniques such as reusability and efficiency. This course looks at the principal advantages of object-oriented programming compared to procedural programming techniques.

Deployment of Flash Projects


In the Deployment of Flash Projects Course , all of the elements of Flash development come together, with an emphasis on the design and production of complex, interactive products. Students go through the process of producing an interactive media project from initial concept to final distribution. This course teaches skills required to produce an intricate Flash product and delivery it on multiple platforms, including the Web and desktop deployments.

GENERAL EDUCATION
Code ART 2006 MGF 1213 ENC 1101 PHY 1000 MTG 1205 VIC 2003 SPC 2140 COM 2041 Course Art History College Mathematics English Composition I* Fundamentals of Physics

Course Outline
Credit Hours 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 WDD 432 Advanced Graphics Tools Advanced Color Models Layout and Composition Digital Imaging and Manipulation Image Optimization Total credit hours Course length 4.00 4 weeks

Course Outline
Writing Organized and Readable Code Scripting Server-side Applications Integrating Applications with Database Structures Presentation of Application Total credit hours Course length 4.00 4 weeks

Course Outline
Introduction to Objects Inheritance Polymorphism Encapsulation Total credit hours Course length 3.00 4 weeks

Course Outline
Conceptualizing and Storyboarding Interface Design and Structure Asset Creation Asset Integration and Testing Final Publishing and Archiving Total credit hours Course length 7.00 4 weeks

Geometry and Measurement

History of Visual Communications

Interpersonal Communications* Psychology of Human Interaction

Advanced Database Structures


The Advanced Database Structures Course continues instruction in database table structures and expands on the concepts taught in the Database Structures course. Students examine advanced database design in order to gain a full understanding of its nature and scope. This course emphasizes designing databases to create web applications that are frequently used within the industry.

WDD 211

TOTAL CREDIT HOURS: TOTAL WEEKS:

136 84

Applied Design Tools and Interfaces


The Applied Design Tools and Interfaces Course focuses on combining the knowledge of graphic design software with the theories of web usability and interface creation. Students use industry-standard graphic design applications and prototype interface designs while adhering to interface usability guidelines. This course explores functional interface theory and design principles for the web.

WDD 331

Database Structures
The Database Structures Course focuses on the creation of databases and their comprising table structures. In this class students learn the benefits of creating database structures with regard to such concepts as storage anomalies and table normalization. Students also learn a Data Definition Language used to create their database structures. Developing a database for use with a server-side scripting language allows students to develop more robust web applications, as they are an integral part of deploying dynamic web content for mid-tolarge-sized corporations.

DGT 112

Designing Computer Graphics


The Designing Computer Graphics Course is designed to teach students basic levels of graphics creation through the use of software programs that are used by design, animation, and interactive media companies worldwide. This course emphasizes vector graphic design from a web-specific point of view, as students receive a thorough understanding of input/output techniques, color theory, and tools for graphic design, and image creation.

* These specific courses are offered online. Please see course description for details.

These specific courses use the Florida Statewide Course Numbering System (SCNS).

Chronological Schedule by Months


1 2 3 4 5 6 7

Course Outline
Advanced Database Concepts Designing Advanced Database Structures
WEB STANDARDS PROJECT

Course Outline
Design Concepts for Interfaces Creating Interface Graphics Working with Color Screen Design and Layout Web Accessibility 3.00 4 weeks Total credit hours Course length 4.00 4 weeks

ART HISTORY

DESIGNING COMPUTER GRAPHICS COLLEGE MATHEMATICS


9

ADVANCED COMPUTER GRAPHICS GEOMETRY & MEASUREMENT


10

NETWORKS & SERVER STRUCTURES WEB INTERFACE & USABILITY


11

APPLIED DESIGN TOOLS & INTERFACES PRINCIPLES OF PRODUCTION PROCESS


12

WEB DESIGN FUNDAMENTALS DESIGNING FOR WEB STANDARDS


13

Course Outline
Vector Graphics Tools Color Models Vector Shading Techniques Designing with Vector Graphics Total credit hours Course length 4.00 4 weeks

ENGLISH COMPOSITION I
8

Optimizing Techniques for Advanced Databases Integrating Databases with Server-side Applications Total credit hours Course length

Course Outline
Multi-tier Architectures Database Tables and Indexes Validation Authentication and Security Total credit hours Course length 3.00 4 weeks

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FLASH FUNDAMENTALS FUNDAMENTALS OF PHYSICS


15

FLASH DESIGN & ANIMATION CONCEPTS OF OBJECTORIENTED PROGRAMMING


16

FLASH ACTIONSCRIPT TECHNIQUES INTELLECTUAL PROPERTY & LAW


17

DEPLOYMENT OF FLASH PROJECTS

SCRIPTING FOR WEB APPLICATIONS I FLEX FRAMEWORKS


19

SCRIPTING FOR WEB APPLICATIONS II

SERVER-SIDE LANGUAGES DATABASE STRUCTURES


21

18

20

ADVANCED SERVER-SIDE LANGUAGES ADVANCED DATABASE STRUCTURES

RICH MEDIA OPTIMIZATION INTERPERSONAL COMMUNICATIONS

HISTORY OF VISUAL COMMUNICATIONS STREAMING MEDIA SERVERS

MOBILE DEVICE DEPLOYMENT PSYCHOLOGY OF HUMAN INTERACTION

WEB PROJECT PREPRODUCTION

WEB FINAL PROJECT I

WEB FINAL PROJECT II

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Course Descriptions
Program Core
WDD 221 WDD 231 WDD 471 WDD 342 WDD 131 WDD 343 WDD 353 WDD 142

Designing for Web Standards


The Designing for Web Standards Course examines the process of creating functional standards-based content for the Internet. Students learn how to use CSS combined with XHTML and other standards to lay out web pages easily and effectively. This course explores web standards-based design for a slimmer, faster, and more flexible approach to designing for the web.

Flash Design and Animation


The Flash Design and Animation Course examines the process of designing and creating animated content for the web. Students receive extensive training using Flash software and techniques related to the development of 2D design and animation. This course helps to develop students overall knowledge of the animation process including storyboards, design, animation, and output. Students also learn animation techniques that enable them to simulate real life motion and physics.

Flex Frameworks
The Flex Frameworks Course reinforces and builds upon ActionScript knowledge presented in the previous Flash platform courses. Students will explore the Flex SDK and will be introduced to the concepts of MXML including layout containers, data binding, and flash remoting. This course teaches students how to architect, develop, and deploy rich internet applications utilizing the open-source Flex Framework.

Mobile Device Deployment


The Mobile Device Deployment Course examines the practice of creating and delivering web content for mobile devices, including cell phones and PDAs. Students go through the process of producing and optimizing Internet-based content that is compatible with various mobile device operating systems and mobile browsers. This course also explores current techniques for mobile web authoring including XHTML, CSS, DOM, and FlashLite.

Principles of Production Process


The Principles of Production Process Course mirrors the workflow model used in professional web development. Students work to define the scope of a project, including the range of assets needed to complete it, the technologies that will be used, and the time required to develop it to completion. This course presents the framework for a cohesive web workflow plan that will ensure the efficient and effective delivery of web development projects.

Scripting for Web Applications I


The Scripting for Web Applications I Course trains students in the technologies used to create dynamic content for the Web using client-side scripting. Along with a clientside scripting language (JavaScript), students will explore using a combination of a valid markup language (XHTML), the presentation definition language (CSS), and the Document Object Model (DOM) to add dynamic behavior to a website using DHTML. This course focuses on the use of JavaScript to write functions that are embedded in or included from HTML pages and interact with the Document Object Model of the page to perform tasks not possible in HTML alone.

Server-side Languages
The Server-side Languages Course will examine the benefits of a server-side scripting language to heighten human computer interaction with web content. In this class students will learn how to take their existing knowledge of static-based web content and implement a server-side scripting language to develop a more robust web application. By implementing server-side languages within standards compliant XHTML web pages, students will be able to deploy dynamic content to further the level of interaction between client and server communication.

Web Design Fundamentals


The Web Design Fundamentals Course examines the process of creating functional, standards-based content for the Internet. Students learn how to use XML and XHTML along with other standards to develop websites. This course explores using eXtensible HyperText Markup Language (XHTML) elements correctly to ensure that web page markup is compact and more easily understood.

Course Outline
CSS Basics Selectors and Properties CSS and XHTML Elements Positioning and Graphics Total credit hours Course length 3.00 4 weeks

Course Outline
ActionScript and Flex Frameworks Flex Component Life-cycle Rich Internet Application Development MXML Syntax Total credit hours Course length 3.00 4 weeks

Course Outline
Mobile Device Overview Using Web Standards for Mobile Devices FlashLite and Mobile Devices Optimizing for Mobile Devices Total credit hours Course length 4.00 4 weeks

Course Outline
Project Workflow Flash Design Techniques Animation Techniques Final Output Total credit hours Course length 4.00 4 weeks

Course Outline
Production Process Phases Creating Production Documentation Production Prototyping Delivery, Archiving, and Maintenance Total credit hours Course length 3.00 4 weeks

Course Outline
HTML Graphics and the Web Validation and Doc Types XML and XHTML Total credit hours Course length 4.00 4 weeks

Course Outline
Control Structures Variables Object-oriented Programming Querying Sessions and Cookies Total credit hours Course length 4.00 4 weeks

Course Outline
DHTML Technologies Document Object Model Detecting Browser Features Animation with DHTML

WDD 332

PLA 2412

Flash ActionScript Techniques


The Flash ActionScript Techniques Course focuses on extending the Flash application and production process for Internet-based content. Advanced programming techniques utilizing ActionScript, the Flash scripting language, are taught to facilitate Flash content delivery. Students will explore advanced interactivity by implementing complex scripting language constructs of the Flash authoring environment.

WDD 111

Flash Fundamentals
The Flash Fundamentals Course explores basic techniques and concepts used in creating powerful, compelling, and highly interactive digital content for the Web. Students are introduced to the core concepts of Flash including the interface, drawing tools, and symbol creation. This course also examines basic ActionScript techniques such as variables, functions, and conditionals.

Intellectual Property and Law


The Intellectual Property and Law Course is designed to introduce the student to general business practices including finance, accounting, insurance, taxes, management, marketing, and negotiation. Students are provided a foundation that addresses the complexities of intellectual property, copyright, and basic business and contract law. The impact and ways in which law has shaped our society are explored through the use of case studies.

WDD 121

Networks and Server Structures


The Networks and Server Structures Course explores computer operations, networking, and storage options. Students examine various operating systems, CPU and peripheral uses, and networked computer environments and their protocols. This course presents knowledge about communications within single and multiple computers, network communications, and communication protocols. A history of both computers and the Internet is also explored.

WDD 232

Forms and Validation Total credit hours Course length 4.00 4 weeks

WDD 482

Rich Media Optimization


The Rich Media Optimization Course teaches students current industry methods and techniques used to improve loading efficiency of bandwidth-intensive content for web delivery. Students explore optimizing highbandwidth content, such as digital video and audio, for deployment within a non-streaming server environment. In this course, students gain a thorough understanding of digital video and audio CODECs, along with target encoding rates, for optimal playback on the web.

Web Final Project I


The Web Final Project I Course is the first of two courses that serve as the culmination of skills developed during the Web Design & Development Program. Students are tasked with creating an advanced website, which was defined within the Web Final Project Preproduction course. During the independent study component of the course, faculty evaluate the completeness of each students progress. Evaluation of each students successful completion of the course is based on completed milestones, the website production, and the website documentation.

WDD 241

Streaming Media Servers


WDD 443

Scripting for Web Applications II


The Scripting for Web Applications II Course continues teaching the client-side technologies used for creating dynamic content for the Web. Students in this course expand upon the knowledge they received in the Scripting for Web Applications I course by learning more advanced concepts of scripting languages such as JavaScript. Students will also explore new technologies to control the behavior of a web page that will not require client requests or hosting server interaction.

Course Outline
Extending the Flash ActionScript Object Model Advanced Programming Concepts in ActionScript Applying OOP for ActionScript Creating Applications with ActionScript Total credit hours Course length 4.00 4 weeks

Course Outline
Flash Interface The Flash Timeline Symbols and Instances Importing into Flash ActionScript Basics and Movie Clips Publishing and Exporting Total credit hours Course length 4.00 4 weeks

Course Outline
Overview of the Industries Business Practices Intellectual Property Contracts Business Law Total credit hours Course length 3.00 4 weeks

Course Outline
Computer and Internet History Computers and Peripherals Operating Systems Networks and Protocols Network Management Total credit hours Course length 4.00 4 weeks

Course Outline
Digital Audio and Video File Formats Digital Audio CODECs Digital Video CODECs Rich Media and Flash Optimization Settings and Buffering Total credit hours Course length 4.00 4 weeks

The Streaming Media Servers Course explores the technologies used to deliver media data over a network as a steady continuous stream, allowing playback to proceed while it is being received. Emphasis is placed on understanding the delivery system properties and protocols. Using current industry techniques, students learn how to deliver live or prerecorded rich media content in real time over the Internet. This course covers streaming media file formats, streaming media server protocols, and streaming media clients.

Course Outline
Project Management Interface Design Asset Creation Asset Integration and Testing Final Publishing and Archiving Project Presentation

Course Outline
Streaming Media File Formats Streaming Media Protocols Streaming Media Clients Deploying Streaming Media Total credit hours Course length 3.00 4 weeks

Course Outline
DHTML Technologies Document Object Model Detecting Browser Features Extending Browser Behavior Total credit hours Course length 4.00 4 weeks

Total credit hours Course length

3.00 4 weeks

This specific course uses the Florida Statewide Course Numbering System (SCNS).

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Course Descriptions
Program Core
WDD 483 WDD 481

General Education
ART 2006 ENC 1101 MTG 1205 VIC 2003 SPC 2140

Web Final Project II


The Web Final Project II Course is the second of two courses that serve as the culmination of skills developed during the Web Design & Development Program. Students continue creating an advanced website, which was defined within the Web Final Project Preproduction course. During the independent study component of the course, faculty evaluate the completeness of each students progress. Evaluation of each students successful completion of the course is based on the completed website, the website presentation, and the website documentation.

Web Project Preproduction


In the Web Project Preproduction Course, students identify and plan the scope of their final project, including the concept, design, and production pace. Students expand on the preproduction methods learned in the Principles of Production Process course by creating the necessary preproduction documentation to ensure a successful delivery of their final project. By the end of the course, students will have an intimate knowledge of the requirements needed to complete their final project.

Art History
The Art History Course introduces students to selected, impactful monuments of art and architecture in the Western tradition from the prehistoric to post-modernism era studied in relation to the intellectual background of the ages and civilizations that produced them. Lectures accompanied by various visual mediums inspire discussions of assigned readings in philosophical, religious, scientific, political, literary, artistic, and cultural contexts.

English Composition I*
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.

Geometry and Measurement


The Geometry and Measurement Course teaches students a wide spectrum of geometric concepts that are designed to build upon the math learned in earlier coursework. The curriculum will emphasize Euclidean geometry and its relationship to logic, trigonometry and coordinate geometry. The measurements, constructions, graphs, and problems involve angles, triangles, polygons, areas and volumes. Geometry and trigonometric skills are developed exploring problem solving through the logic calculations.

History of Visual Communications


The History of Visual Communications Course presents an historic account of humanitys communicating life events though visual arts. Starting with cave drawings, stories and ideas have been presented and told using visual techniques. As time passes and society changes, avant-garde artists and scientists have pushed the envelope of their respective disciplines and brought about the dissolution of boundaries that traditionally exist between the artistic and media. In the past 25 years, the intersection of art and humancomputer interactivity has emerged as a mass medium, triggering new forms of artistic, entertainment, and educational content. The student will follow the evolution of the various convergent disciplines, setting up a forum for informed discussions about the implications for the future.

Interpersonal Communications*
The Interpersonal Communication Course examines the nature of the communication process, variables affecting the process, and the individuals involved. Additionally, this course includes individual analysis of behavior processes that may impede and/or enhance communication processes. Topics include perception, nonverbal behavior, persuasive communication, identity management, intercultural communication and computer mediated communication. This course also enhances students ability to analyze and evaluate information.

Course Outline
Ancient Art Medieval and Renaissance Art Modern Art Post-modern Art Total credit hours Course length MGF 1213 4.00 4 weeks

Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness Total credit hours Course length 4.00 4 weeks

Course Outline
Project Management Interface Design Asset Creation Asset Integration and Testing Final Publishing and Archiving Project Presentation Total credit hours Course length 3.00 4 weeks

Course Outline
Creating the Project Treatment Developing the Production Timeline Creating the Flowchart Storyboarding Identifying Assets Setting Design Standards Total credit hours Course length 4.00 4 weeks

Course Outline
A Brief History of Geometry Inductive and Deductive Reasoning Foundations of Geometry Triangles Parallel Lines and Polygons Quadrilaterals

Course Outline
Assessment and Evaluation Research and Planning Writing Rsums and Other Documents Networking and Interviewing Total credit hours Course length 4.00 4 weeks

Course Outline
Art as a Communication Tool Human Interfaces Historical References Artist Tools Future Applications and Implications Total credit hours Course length 4.00 4 weeks

College Mathematics
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. Firsttime algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.

PHY 1000

Fundamentals of Physics
The Fundamentals of Physics Course teaches students how to understand the world through physics. Real-world phenomena such as light, mechanics, motion, collisions, and magnetism are introduced. Emphasis is placed on how problems, in describing nature, are approached in terms of physical theories and mathematical formulae.

Similar Triangles and the Pythagorean Theorem Circles Areas of Polygons and Circles Solid Geometry Analytic Geometry Trigonometry Polar Coordinate System Total credit hours Course length 4.00 4 weeks

COM 2041

WDD 141

WDD 354

Web Interface and Usability


The Web Interface and Usability Course teaches students the concepts and strategies needed to create successful web interfaces. In this course, students examine the foundation of creating logical, intuitive, and clear web interfaces used by companies worldwide. This course examines design principles relating from usability, visualization, and functionality constructs.

Web Standards Project


The Web Standards Project Course examines the process of implementing applications to create a functional, standardsbased project for the Internet. Students build upon concepts introduced in the Web Design Fundamentals, Designing for Web Standards, and Principles of Production Process courses related to the production process and standards-based web deployment. Students learn how to utilize Web Standards-based design, including CSS and XHTML, combined with a professional web development workflow model to create an efficient and effective web project. This course explores developing a Web Standards-based project while following a proven production process to ensure successful delivery.

Psychology of Human Interaction


The Psychology of Human Interaction Course studies the dynamics of interpersonal relationships. This involves working with, and hopefully getting along with other people. In this course, students explore the different types of relationships and the problems that can occur when working with others, and learn tools to help manage those relationships and activities.

Course Outline
Review of Basic Arithmetic Operations with the Real Number System Measurement and Number Systems Exponents & Radical Expressions Linear Equations & Inequalities Graphing Proportions, Formulas, and Word Problems Introductory Statistics and Probability Business Applications and Mathematical Models Total credit hours Course length 4.00 4 weeks

Course Outline
Kinematics Motion Energy and Mechanics Electricity and Magnetism Electromagnetic Spectrum Survey of Light Physical Theories and Formulae Total credit hours Course length 4.00 4 weeks

Course Outline
Teams and Teamwork Communication Power Decision-making Leadership Total credit hours Course length 4.00 4 weeks

Course Outline
Interface Usability Concepts Interface Visualization Elements Interface Functionality Interface Accessibility Total credit hours Course length 3.00 4 weeks

Course Outline
Preproduction Asset Creation Asset Optimization Asset Integration and Testing Project Delivery and Archiving Total credit hours Course length 4.00 4 weeks

* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.

This specific course uses the Florida Statewide Course Numbering System (SCNS).

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Areas of Focus
Reading Writing Listening

English
as a
Certicate Program
Full Sail Universitys English as a Second Language certicate program teaches the language skills tested in the TOEFL (iBT) exam, while introducing students to the entertainment and media industry. Prociency of the English language at an intermediate level is needed to participate in this program. If you are seeking a way to build your English language skills while preparing for an educational path in entertainment and media, Full Sail Universitys English as a Second Language (ESL) certicate program can teach you English in a creative, immersive way that ts in with your academic goals. In this intensive six-month program, youll build your skills in reading, writing, listening, and speaking using rich multimedia learning tools. Youll demonstrate your abilities through creative projects

Speaking

Second Language
and exercises including movies, songwriting, blogging, podcasts, art, and more. As you learn and create within Full Sails diverse facilities, youll explore various industry branches such as entertainment, art, video games, and business. You will have opportunities to interact with faculty and students, as well as industry guests and graduates, which will enhance your English uency and comprehension. Youll also learn strategies that will enable you to condently participate in further university programs and academic study at Full Sail University. The creative, interdisciplinary approach of this program will allow you to become immersed in Full Sails culture from day one, giving you a comfortable transition into your next educational journey.

Please Note:

This program has not been approved by the United States Department of Homeland Security to issue I-20s (the document required for students to apply for student visas). Full Sail University has received approval from its accrediting body to offer this program and is seeking approval from the Department of Homeland Security.

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English as a Second Language


Certicate Program
PROGRAM CORE
Code ESL 089 ESL 095 ESL 097 ESL 099 ESL 093 ESL 088 ESL 096 ESL 090 ESL 092 ESL 098 ESL 094 ESL 091 Totals: Course Accent Redux American Dream Factory The Artists Studio Create Your Story Grammar Rock Star Listen Up Lyrics and Jamming Reading Rules The Script Master Show Biz Speak Up The Talk Show Credit Hours 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 48.00

Course Descriptions
Program Core
ESL 089 ESL 095 ESL 097 ESL 099

Accent Redux
In the Accent Redux course, or Accent Reduction and Pronunciation, students will improve the clarity and accuracy of their pronunciation through accent-reduction training. The course offers opportunities for students to stage theater plays, radio shows, and other interactive events to supplement their practice.

American Dream Factory


The American Dream Factory course, or American Culture Integration, immerses students into American culture by familiarizing them with key aspects of popular culture in the United States. Students will examine pop art, contemporary United States history, and national holiday celebrations, as well as American movies, television shows, and advertising in different media platforms. The course provides practice in advanced listening, vocabulary enrichment, and the use of idioms, as students discuss the attitudes, lifestyles, values, and themes common in the United States. Students will exercise advanced listening, vocabulary and speaking topics in preparation for the online-based TOEFL (iBT) exam at the conclusion of the program.

The Artists Studio


In The Artists Studio course, or Listening and Speaking III , students learn the roles of art, communication, and media in society, building upon the English language listening and speaking skills learned in the Speak Up course. This course examines the core components of creative expression, offering students insight and instruction on listening and speaking through fresh and original stories, art, design, and music. Guest speakers from Full Sail Universitys arts and communication schools will present and engage with students. Students will be tasked with completing market surveys and interviews, as well as developing exhibitions, portfolios, and catalogs on their own using the English language. Students will exercise advanced listening and speaking topics in preparation for the online-based TOEFL (iBT) exam at the conclusion of the program.

Create Your Story


Students apply critical-thinking and storytelling skills to develop their vocabulary and compose original writings in the Create Your Story course, or English Writing I I. Activities include blog writing, podcasting, journaling, being mentored by senior students, and using Full Sail Universitys media and film facilities. Stories written by students will be featured on the courses multimedia platforms. The focus of this advanced English writing course is to improve English language listening, reading, speaking, and writing skills, consolidating the knowledge accumulated throughout the program. Students will exercise advanced writing and reading topics in preparation for the online-based TOEFL (iBT) exam at the conclusion of the program.

Course Outline
The Power of Voice Pronunciation of Individual Vowels and Consonants Word Stress Patterns Intonation, Rhythm, Linking, and the Subtlety of Meaning Total credit hours Course length 4.00 4 weeks

Course Outline
Interdisciplinary Overview of U.S. History and Culture through American Literature An Oral Account on American Communities and Organizations Listening and Understanding American Media and the Construction of Identity Oral Discussions: Consuming, Creating, and Building American Culture

Course Outline
Creative Skills Development Plot, Character, Dialogue, and Structure Observational Skills Effective Interviewing Scriptwriting Techniques Transmedia Writing Total credit hours Course length 4.00 4 weeks

Course Outline
Telling Myths and Reading Story Lines to Acquire New Vocabulary from Spoken Language Demonstrating Audience Awareness through American Language and Digital Cinematography Inferring Meaning of Unfamiliar Words Using Contextual Clues Using Vocabulary to Translate Images: Art as a Communication Tool Art of Animation: Watch, Listen, and Describe What You See Engaging Actively in Dialogue: Recording Arts, the Sounds of America Total credit hours Course length 4.00 4 weeks

TOTAL CREDIT HOURS: TOTAL WEEKS:

48 24

Expressing Opinions on Cultural Adjustment Narratives on Multicultural Influences: How Does America Change You? How Do You Change America? Total credit hours Course length 4.00 4 weeks

Chronological Schedule by Months


1 2 3 4 5 6

LISTEN UP

READING RULES

THE SCRIPT MASTER

SPEAK UP

LYRICS & JAMMING

SHOW BIZ

ACCENT REDUX

THE TALK SHOW

GRAMMAR ROCK STAR

AMERICAN DREAM FACTORY

THE ARTISTS STUDIO

CREATE YOUR STORY

Please Note:

This program has not been approved by the United States Department of Homeland Security to issue I-20s (the document required for students to apply for student visas). Full Sail University has received approval from its accrediting body to offer this program and is seeking approval from the Department of Homeland Security.

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Course Descriptions
Program Core
ESL 093 ESL 096 ESL 090 ESL 098 ESL 094

Grammar Rock Star


In the Grammar Rock Star course, or Intermediate English Grammar, students will learn intermediate-level grammar for effective communication in everyday academic and nonacademic scenarios. The course offers interactive, personalized learning using mobile applications and multimedia simulations in the Full Sail University labs. Students will exercise intermediate grammar topics in preparation for the online-based TOEFL (iBT) exam at the conclusion of the program.

Lyrics and Jamming


The Lyrics and Jamming course, or Reading and Vocabulary II, further develops students reading and vocabulary built in the Reading Rules course, as they learn techniques for improving their language ability. The course offers association and memorization tools, and students utilize mnemonics, drawing, and improv to build their abilities. Students will exercise intermediate reading and vocabulary topics in preparation for the online-based TOEFL (iBT) exam at the conclusion of the program.

Reading Rules
In the Reading Rules course, or Reading and Vocabulary I, students learn basic reading and grammar skills and increase their English comprehension and vocabulary. Students are presented with magazine and newspaper headlines, comics, and product labels for analysis. Students also engage in live-streaming media of events, live journaling, talk show hosting, and group work to further enhance their skills. Students will exercise basic reading, grammar, vocabulary and writing topics in preparation for the online-based TOEFL (iBT) exam at the conclusion of the program.

Show Biz
Students in the Show Biz course, or Reading and Vocabulary III, will build upon the English language reading and vocabulary skills learned in the Lyrics and Jamming course. Students will engage in and study live and remote event productions in a real-world environment. The course also addresses marketing concepts, distribution, advertising and promotional tools, and the local and international forces that drive innovation in various spheres of American life. Activities include sessions with guest speakers from Full Sail Universitys business, technical, and programming schools, as well as field trips and shadowing of show production events. Students will exercise advanced reading, grammar, and vocabulary topics in preparation for the online-based TOEFL (iBT) exam at the conclusion of the program.

Speak Up
The Speak Up course, or Listening and Speaking II, will improve students listening and speaking skills solidified in the Listen Up course, as they develop competency in everyday conversation. During this course, students also learn effective strategies for presenting in English. Students train in public speaking, role-playing games, creating podcasts, as well as performing karaoke and staged newscasts in Full Sail Universitys studios. Students will exercise intermediate listening and speaking topics in preparation for the online-based TOEFL (iBT) exam at the conclusion of the program.

Course Outline
The Importance of Grammar Grammatical Terminology and Structure Verb Tenses Sentence-Level Grammar Coherence, Unity, and Completeness Proofreading Skills Total credit hours Course length 4.00 4 weeks

Course Outline
Narrative Structures Reading Comprehension Content Analysis and Evaluation American Prose Scanning Context to Find Meaning Mnemonics and Other Memorization Tools for Building Vocabulary Reading Retention Techniques Total credit hours Course length 4.00 4 weeks

Course Outline
American English: Formal and Informal Styles Reading Skills: Strategies and Practice Paragraph Construction, Coherence, and Cohesion Meanings of Prefixes, Suffixes, and Roots Oral Interpretation and Summarization of Texts Tools for Vocabulary Expansion Total credit hours Course length 4.00 4 weeks

Course Outline
Diction, Tone, and Style Clear Pronunciation Spoken Fluency Impromptu, Persuasive, Advocacy, Expository, and Other Types of Speech Speech Planning and Outlines Effective Speaking Techniques Evaluation of Speaking Effectiveness Total credit hours Course length 4.00 4 weeks

Course Outline
Business Innovation Global Audiences Visual Thinking and Writing Live Events New Media Basic Communication with American Audiences Total credit hours Course length 4.00 4 weeks

ESL 088

Listen Up
The Listen Up course, or Listening and Speaking I , teaches students strategies for improving listening comprehension. Students will sharpen their skills by listening to and interpreting television programs, radio broadcasts, movies, music, and multimedia shows. Students will exercise basic listening and speaking topics in preparation for the online-based TOEFL (iBT) exam at the conclusion of the program.

ESL 092

The Script Master


The focus of The Script Master course, or English Writing I , is on basic English writing, as students learn how to model and construct simple, grammatically accurate sentences. Students will practice and learn through journaling, scriptwriting, songwriting, moviemaking, rapping, and basic poetic expression. Students will exercise basic reading, grammar and writing topics in preparation for the online-based TOEFL (iBT) exam at the conclusion of the program.

ESL 091

The Talk Show


Students in The Talk Show course, or Conversational Skills , will build conversational skills by learning the sounds, rhythms, and intonation of standard American English pronunciation. In this course, students will participate in video chats, on-camera interviews, treasure hunting, and other interactive events on the Full Sail University campus.

Course Outline
Sounds, Rhythms, and Intonation of Standard American English Multisensory Listening Skills Internationally Used English-Language Greetings and Introductions Listening, Comprehending, and Speaking Confidently and Effectively in a Variety of Everyday Situations Comprehension of Behaviors in Everyday Situations Total credit hours Course length 4.00 4 weeks

Course Outline
Communication Styles The Music in Language Listening as a Preface to Speaking Storytelling Personal Rapport and Credibility Basics on Evidence and Reasoning Total credit hours Course length 4.00 4 weeks

Course Outline
The Writing Process Mind Mapping Basics on Writing Styles Effective Paragraphs Grammar Drafting, Revising, and Editing Audience Awareness Total credit hours Course length 4.00 4 weeks

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Internship

Extended Studies

Media Arts

in the

The Internship Course , combined with Full Sails Career Development Department, is specifically tailored to further prepare degree students for the careers of their choice. Full Sail works with numerous entertainment media facilities that participate in the Internship Course and a Career Development Advisor works directly with host facilities to make sure participants gain practical experience and on-the-job training. Besides the many obvious advantages of gaining working experience in a real-world situation, a successful internship gives graduates a professional reference which can be very beneficial when seeking employment.

Course Outline
Career Consultation and Interview Techniques Rsum Review and Employment Tactics Internship Total credit hours Course length 5.50 6 weeks

Internship Course Objective


To give students the opportunity to put all that they have learned into practice during a six-week, comprehensive, hands-on working experience in a real-world production environment. Graduates gain a solid understanding of their chosen field in the media industry. Note: Students must graduate from a Full Sail Degree Program before applying for an Internship. A certificate is awarded upon successful completion of the Extended Studies in the Media Arts program.

The program is offered in addition to the Degree Programs and is available to any Full Sail graduate in good standing. Upon successful completion of the Extended Studies in the Media Arts program, a certicate is issued. These studies represent Full Sails effort to continue the expansion of educational services to our students and the industry.

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Degree Programs

Bachelors
COMPU T ER A NIM AT ION
Bachelor of Science Degree Program
Students in the Computer Animation Bachelors Degree Program learn the technical and creative processes used to develop content for games, television, feature lms, and more. The curriculum blends traditional art with the latest technology in specialized classes that cover 2D and 3D animation, lighting and shading for games, production modeling, character animation and rigging, and portfolio creation.

Online

G A ME A R T

Bachelor of Science Degree Program


Artists in the video game industry require a unique set of design skills, and our online Game Art Bachelors Degree Program teaches students the same processes used to create high-resolution graphics for consoles and computers. Through our online platform youll learn such production fundamentals as character animation, rigging, shading and lighting, texturing, and modeling giving you the focused knowledge to start a professional career developing assets for the next generation of video games.

CRE AT I V E W RI T ING F OR EN T ER TA INMEN T


Bachelor of Science Degree Program
Students in the Creative Writing for Entertainment bachelors degree program explore the integral role that writing plays in a variety of different media in the entertainment industry, including lm, television, gaming, animation, and more. The programs courses focus on essential creative writing concepts such as storyboarding and scriptwriting, the exploration of genres and literary devices, and transmedia storytelling.

G A ME DESIGN

Bachelor of Science Degree Program


The online Game Design Bachelors Degree Program develops a students skills as a creative storyteller by teaching the production processes and design tools used to produce content for consoles, cell phones, and other emerging gaming platforms. The curriculum recreates the same kind of production methods used at professional gaming studios, with students collaborating with their peers on character sketches, level design, story development, gameplay mechanics, and other creative elements that theyll apply to a complete game prototype based on their original designs.

At Full Sail University, weve taken our decades of experience in providing innovative and immersive education and created an intuitive and engaging online education platform thats based on three fundamentals:

DIGI TA L CINEM ATOGR A PH Y

Bachelor of Science Degree Program


The Digital Cinematography bachelors degree program is designed to give students the tools and skills needed to become digital asset creators for media such as broadcast, web design, independent lm, and other forms of production that utilize visual components. Throughout the course of the program, students learn to shoot and edit digital lms, commercials, documentaries, webcasts, and more.

GR A PHIC DESIGN

Bachelor of Science Degree Program


The Graphic Design Bachelors Degree gives students an in-depth look at the design industry, including print publishing, package design, and website interfaces. This degree program prepares students to enter the industry with the ability to meet client demands and work under hard deadlines while still producing creative results.

A Human Approach
One of the foundations of our approach is to keep you connected to people, so youll have one-click access to instructors, exclusive guest lectures, and intuitive, collaborative tools that enable you to meet, share, and receive feedback from your fellow students.

EN T ER TA INMEN T BUSINESS

Your Mac
All Full Sail Online students are provided with an Apple MacBook Pro notebook computer loaded with powerful software, all at a deep institutional discount. Your Mac is integrated into your curriculum, allowing you to utilize the power of Apple technology to create music, lm, games, animation, design, and more.

Bachelor of Science Degree Program


The Entertainment Business Bachelors Degree is a comprehensive business program that combines core courses in subjects like management, marketing, and statistics, with more advanced topics like data analysis, as well as entertainment specic courses like artist management, entertainment media distribution, and intellectual property. The program also requires students to develop a business proposal unique to their interests and develop it from start to nish.

IN T ERNE T M A RK E T ING

Innovative Curriculum
From video, animation, and podcasts to more traditional lectures and essay assignments, weve developed extensive original and engaging content that allows us to challenge and inspire students.

Bachelor of Science Degree Program


The Internet Marketing Bachelors Degree Program explores the constantly evolving world of integrated multi-channel marketing and its impact on the 21st centurys most successful businesses. Students in this program study online branding, e-commerce, search engine optimization, social media, and the psychology of the online consumer.

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Degree Programs

Masters
CRE AT I V E W RI T ING
Master of Fine Arts Degree Program
The Creative Writing Master of Fine Arts Degree Program teaches students how to develop compelling narratives for entertainment media. Concepts explored include visual storytelling, character development, screenwriting and storyboarding for a variety of media, including lm, video games, television, animation, and gaming. Graduates leave the program with compelling, diverse portfolios and the knowledge and skills needed to enter the exciting eld of entertainment media.

Online
Bachelors
MEDI A COMMUNICAT IONS
Bachelor of Science Degree Program

IN T ERNE T M A RK E T ING

Master of Science Degree Program


The Internet Marketing Masters Degree Program provides an advanced look at the strategic power and numerous opportunities found within the eld of multi-channel marketing by taking students through in-depth research projects, advanced academic studies, and a Final Project/ Thesis that will prepare them to strategically implement their own cohesive and comprehensive Internet marketing campaign.

MUSIC PRODUC T ION

EDUCAT ION MEDI A DESIGN & T ECHNOL OGY


Master of Science Degree Program
The Education Media Design & Technology Masters Degree Program is designed to provide teachers and corporate trainers with 21st century skills to reach 21st century learners. Innovative courses teach students in this program how to inspire their learners through the implementation of entertainment media concepts and tools from podcasts to video content to innovative online learning systems and more.

MEDI A DESIGN

Master of Fine Arts Degree Program


The Media Design Master of Fine Arts program prepares students for the world of visual design and the role that it plays in delivering a companys message. Students learn the creative production and project management skills used at successful studios covering everything from print and graphic design to television and the web. Students also study concepts such as brand development, design strategy, and production workow, as they learn how to utilize artistic design skills and channel them into different projects.

Bachelor of Science Degree Program


The Music Production Bachelor of Science Degree Program gives students the tools needed to pursue a career writing and producing music for all types of media. Classes focus on music composition, arranging, theory, history, and ear training, as well as the technical recording process. Students develop a Digital Portfolio showcasing their work and learn to effectively market their talents to the entertainment and media industry.

In the Media Communications bachelors program, students learn core communication principles and writing techniques, while becoming familiar with digital media from video and audio, to games and animation. The programs projects and coursework relate to real-world communications issues, and students apply their skills in a nal project that relates to their potential career paths.

MOBIL E DE V EL OPMEN T

EN T ER TA INMEN T BUSINESS

Bachelor of Science Degree Program


The Mobile Development bachelors degree program teaches the programming and design fundamentals needed to develop interactive content for a variety of different mobile platforms. Students in the program learn programming languages used throughout the industry, including JavaScript, PHP, and XHTML, as well as specialized development kits for mobile platforms like iOS and Android.

SPOR T S M A RK E T ING & MEDI A

Master of Science Degree Program


The Entertainment Business Masters Degree Program is designed to give students exibility to take their careers to new heights. This comprehensive program will take students through high-level business courses in leadership, brand development, negotiation, Internet marketing, and more, culminating in the completion of two academic capstone projects a professional Leadership Portfolio and a Business Plan Thesis. The Entertainment Business Masters Program may also be taken with an optional Sports Management Elective Track, designed to address specic issues encountered in the business side of the sports world.

NE W MEDI A JOURN A L ISM

Bachelor of Science Degree Program


Students in the Sports Marketing & Media bachelors degree program develop an understanding of content creation and marketing principles as they relate to the world of sports within the entertainment industry. The programs courses cover concepts such as global sports marketing strategies, sales and sponsorships, law and contracts, and licensing.

Master of Arts Degree Program


The New Media Journalism masters degree program provides students with a curriculum that combines the concepts of traditional journalism with the new opportunities afforded by advances in communication technology. Over the course of the program, students explore the advanced skills required for reporting in the digital era.

MUSIC BUSINESS

Bachelor of Science Degree Program


The Music Business Bachelors Degree combines a sound business education with the specic skills necessary to nd success in the unique world of the music industry. In addition to fundamental business courses like marketing, nance, and accounting, students will also learn about artist development, music distribution, record label development, contract negotiations, and more.

W EB DESIGN & DE V EL OPMEN T

PUBL IC REL AT IONS

Bachelor of Science Degree Program


Full Sails Web Design & Development Bachelors degree program immerses students in one of the most rapidly developing industries in our society. The program delivers a holistic look at website production by balancing the aesthetic and usability concerns of web design with the programming fundamentals necessary to create an engaging and effective Internet presence.

Master of Arts Degree Program


The Public Relations masters degree program shows students what goes into being an effective PR professional in todays fast-moving media landscape. In this program, students explore planning, executing, and evaluating public relations and media strategies, as well as how to launch powerful dialogues through social media and other emerging communication tools.

INNOVAT ION & EN T REPRENEURSHIP


Master of Science Degree Program
Students in the Innovation & Entrepreneurship program learn what goes into transforming unique ideas for products and services into actionable business plans in the creative and technology realm. Courses explore issues such as funding, the ideation process, and how to develop and position a product while considering market factors.

Visit online.fullsail.edu for more information


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General

Information

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Admission

Requirements for Admission


Applicants must submit the following to be considered for admission:
Application for AdmissionApplicants must submit the completed application and fulll all the requirements therein. $75.00 application feeThe application fee must be submitted with the application. The application and application fee may be submitted prior to submission of the following supporting documents. Documentation of High School Graduation, or General Educational Development (GED) scoresFull Sail requires that all applicants have completed high school and received a standard high school diploma or have passed the GED. Applicants must provide documentation of their high school graduation, or passing GED scores prior to starting a program. Applicants who hold a GED must submit GED test score results and/or their GED diploma. The GED must be approved by a State Department of Education to be considered. Note that GED Tests cannot be taken online and can only be taken at an ofcial testing center.
Full Sail may request additional documentation to verify the successful completion of high school (such as, but not limited to, student transcripts) and/or to assess the preparation provided by the issuing institution. In all cases, Full Sail retains the sole discretion to determine whether or not the secondary training completed by the applicant is sufcient to satisfy the high school graduation admission requirement.

International Applicants
Applicants wishing to transfer credits toward the completion of the Entertainment Business and Music Business Bachelor of Science Degree Program must possess one of the following to be eligible:
An associates, or higher level degree from another accredited postsecondary educational institution recognized by the U.S. Department of Education, which is related to the educational program objectives of the Entertainment Business and Music Business Bachelor of Science Degree, with a transfer academic average of 2.0 minimum GPA. A copy of ofcial transcripts is required. Transcripts are required to include graduation date, nal GPA, and degree earned. Eligible applicants will be required to complete three additional Full Sail courses: College Mathematics, Computer Science and Internet, and Introduction to Media Arts. A Full Sail Associate or Bachelor of Science Degree with a minimum cumulative GPA of 2.0.

Admission Application Process


The Admissions Department is prepared to assist with completing the application process. To apply simply:
Complete an interview with your Admissions Representative. Complete the Application for Admission. Submit completed application along with $75 application fee. To reserve a seat for a campus degree start date, a $200 deposit is required. If applying for additional degree programs, a $200 deposit is required for each additional program.

International applicants must provide the following to be considered for admission:


Application for AdmissionApplicants must submit the completed application and fulll all the requirements therein. $75.00 application feeThe application fee must be submitted with the application. The application and application fee may be submitted prior to submission of the following supporting documents. Language Prociency - Applicants whose native language is not English must demonstrate the required level of language prociency by providing documentation of one of the following:
TOEFL (Test of English as a Foreign Language) Paper and pencil test: minimum score accepted is 550 Computer-based test; minimum score accepted is 213 New internet-based test; minimum score accepted is 79 IELTS (International English Language Testing System) The minimum required score is 6 Accuplacer Achievement of appropriate ofcial scores from certied independent online-based English Language assessment test (Accuplacer)

Applicants will be notied in writing in regards to acceptance upon completion and review of all required documents. The application fee and deposit(s) are credited to the cost of tuition but are not covered by nancial aid. All deposits are fully refundable.

Graduate School applicants must possess one of the following to be eligible:


A Full Sail Bachelor of Science Degree with a minimum cumulative GPA of 2.5. A baccalaureate or higher level degree from another accredited postsecondary educational institution recognized by the U.S. Department of Education. Degree held must be of similar scope and subject matter as to prepare applicants for the educational program objectives of the Graduate School Degree Program, with a transfer academic average of 2.5. Applicants who meet these criteria will be considered for admission pending an evaluation of a copy of ofcial transcripts. Transcripts are required to include graduation date, nal GPA and degree earned. Documentation of high school graduation or GED is not required.

Transfer Credit
Students who have applied to Full Sail may request credit for previous education. To be eligible for transfer credit, applicants must have successfully completed courses from another accredited postsecondary educational institution recognized by the U.S. Department of Education similar in scope and content to Full Sail courses, and received a grade of C or better. For the Entertainment Business and Music Business Bachelor of Science Degree Programs, graduates with an associates degree or higher from another accredited postsecondary educational institution recognized by the U.S. Department of Education may be eligible to transfer credits toward the completion of this degree. To be eligible, the previous degree should be related to the educational program objectives of the Entertainment Business Bachelors Degree.

Government Issued Photo IdenticationApplicants must submit a government issued photo ID. Such as:
Copy of a Valid State Issued Drivers License Copy of a Valid State Issued Identication Card Copy of a Valid Passport Copy of a Valid Military Identication Card

Financial Guarantee - must be provided to verify available funding for tuition and related expenses for the rst academic term of the chosen degree program. Documentation of High School Graduation - Full Sail requires that all applicants who have completed high school at a foreign institution must provide ofcial documentation to the International Department to determine U.S. equivalency.
(Graduate School Applicants Only) - college transcripts must be submitted to an outside evaluation service for determination of U.S. Bachelor equivalency. Please contact the International Department for recommended evaluation services.

NOTE: ALL REQUIRED DOCUMENTATION THAT IS NOT IN ENGLISH MUST BE ACCOMPANIED BY A CERTIFIED ENGLISH TRANSLATION. IF NATIVE LANGUAGE IS OTHER THAN ENGLISH, VERIFICATION OF LANGUAGE PROFICIENCY IS REQUIRED.

Applicants with a GPA lower than the required 2.5 must submit a Letter of Intent, rsum and college transcripts for Program Director review.

Computer Animation and Game Art Bachelor of Science Degree Program applicants should possess artistic skills. Traditional art classes are recommended prior to entering the program. A foundation of sketching, sculpting, and painting are important for the animation industry and are essential in developing the 3D artist. Game Development Bachelor of Science Degree Program applicants should demonstrate a minimum foundation in Algebra II. Advanced math classes such as pre-calculus and trigonometry are strongly recommended. Introductory programming classes are also recommended. A skills assessment test covering advanced mathematical concepts will be administered prior to beginning class. Applicants may request a Math Self-Evaluation from the Admissions Department to help them prepare for the skills assessment test.

Foreign School Credentials - must be submitted to an outside evaluation service for determination of U.S. equivalency. Please contact your Admissions Representative or an International Liaison for recommended evaluation services. English Translation - any documentation not in English must be accompanied by a certied English translation. Obtain Visa - applicants for a campus-based degree program are required to obtain the proper visa in order to study full time. (not required for online-based degree programs)

Procedure

Submit copy of ofcial transcript to the Admissions Department. Transcripts will be reviewed by the Registrars ofce. Applicants will be notied of transfer credit approval or denial approximately 30 days prior to their expected start date.

In an effort to minimize costs due to international currency exchange and bank surcharges, a wire transfer or a credit card is recommended for payment of all fees, deposits and tuition for International applicants and students. Regardless of payment method, all fees must be paid in United States currency. Please contact Full Sails International Liaison for details.
NOTE: REQUIREMENTS FOR ADMISSION APPLY EQUALLY TO ALL APPLICANTS WITHOUT REGARD TO RACE, COLOR, NATIONAL ORIGIN, SEX, DISABILITY, AGE, SEXUAL ORIENTATION, OR MARITAL STATUS.

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Individual Courses

Financial Ai

Financial Aid
Full Sails Financial Aid Department is here to provide assistance with tuition and/or living expenses for those who qualify. As a nancial aid student you need to make informed decisions regarding the types and amounts of nancial aid available. The Financial Aid Department is staffed and organized with our students needs in mind, dedicated to making the nancial aid process understandable and valuable. The Financial Aid Department encourages all applicants who apply for nancial aid to begin the process early. Those seeking federal nancial aid are required to complete a Free Application for Federal Student Aid (FAFSA). You may complete your FAFSA online by going to www.fafsa.ed.gov. The federal school code for Full Sail is 016812. Eligibility for Federal Financial Aid Programs requires that a student be a U.S. citizen or eligible non-citizen [Alien Registration Receipt Card (Form I-151) or Permanent Resident Card (Form I-551), commonly known as a green card]. Financial aid is only available to a student considering one or more Degree Programs. Individual course students are not eligible for nancial aid. Once you complete the FAFSA, the Department of Education will send you the results and you can discuss your available options with one of Full Sails nancial aid professionals. This discussion will assist in determining the best federal and non-federal aid resources that are available to you. Additional nancial aid and loan applications as well as other pertinent information on sources of funding are available through the Full Sail Financial Aid Department. While attending Full Sail, students must maintain Satisfactory Progress and meet specic credit hour and weeks of instruction requirements in order to receive their nancial aid. Students not actively attending due to a Interruption of Training, Suspension, Termination or Withdrawal may not receive award disbursements. FEDERAL SUPPLEMENTAL EDUCATIONAL OPPORTUNITY GRANT The Federal Supplemental Educational Opportunity Grant (FSEOG) is also designed to assist undergraduates with education expenses. Under this program, an undergraduate is one who has not earned a bachelors or rst professional degree. Amounts are determined by application of the federal formula regarding a students need as determined by the information provided on the Free Application for Federal Student Aid (FAFSA) and Pell Grant eligibility. Awards for the 2011-2012 year range up to $500. FLORIDA STUDENT ASSISTANCE GRANT The Florida Student Assistance Grant (FSAG) is a need-based program administered by the state. This grant is awarded to students who show nancial need based upon the eligibility criteria of the grant program and the availability of funds. FLORIDA BRIGHT FUTURES SCHOLARSHIP PROGRAM This is a lottery-funded scholarship to reward Florida high school graduates who demonstrate high academic achievement. This program is comprised of three awards: the Florida Academic Scholars Award, the Florida Medallion Scholars Award, and Florida Gold Seal Vocational Scholars Award. Each award has different criteria for eligibility. Applications and eligibility criteria are available from your high school guidance ofce.

Some courses may be taken on an individual basis. A $200 deposit for each individual course must be included with the application. The balance of tuition is due on or before the rst day of class. Individual course students are not eligible for nancial aid. Most individual courses have prerequisites. Acceptance into a course is determined by the respective Program Director and/or the Director of Student Affairs. Contact an Admissions Representative for more information.

Graduate PLUS Loans


A Graduate PLUS Loan is a credit-based loan made to a student enrolled in a Full Sail Masters Degree Program. Similar to the Parent PLUS Loan, but only available to credit-worthy graduate students, Graduate PLUS loans can also provide funds for educational and living expenses. Students should always consider lower cost Stafford Loans before applying for a Graduate PLUS Loan. As with Stafford Loans, repayment terms and conditions are exible in order to meet the needs of students after graduation.

Full Sail Prepaid Tuition Program


Full Sail offers a Prepaid Tuition Program to applicants who have not yet graduated from high school. This plan allows early applicants to secure a future Full Sail education at current tuition prices. Tuition pre-payment is only available to applicants who:
1. 2. 3. 4. have not completed high school, apply for the pre-payment plan, begin the pre-payment plan prior to completing high school, upon acceptance of the pre-payment plan, pay the tuition either in a lump sum or begin making equal monthly installments, start a Full Sail education by December 31 of their high school graduation year, and pay the tuition in full prior to the rst day of class.

Private Education Loans


Many private lenders offer alternative education loans to supplement the federal programs after maximum limits are reached. These non-federal education loans have differing fees, interest rates and repayment options. They are credit-based and students may often secure a more favorable interest rate by using a co-signer. Private education loans provide funds for educational and living expenses up to the cost of attendance less other nancial aid. Students are strongly encouraged to maximize their eligibility for federal aid prior to applying for any private education loan. Contact the Financial Aid Department for more information.

Special Programs
FEDERAL WORK-STUDY Full Sail participates in the Federal Work-Study Program. The Federal Work-Study Program is designed to provide jobs to qualied students with nancial need allowing them to earn money to help pay education-related expenses. The program encourages community service work and work related to the students course of study. Students are awarded Federal Work Study funds based on a federallyprescribed formula. Full Sail is an equal opportunity employer.

5. 6.

Federal Loans
Federal Loans are provided to students through the William D. Ford Federal Direct Loan program. To apply for a federal loan, a Free Application for Federal Student Aid (FAFSA) should be completed. Once eligibility is determined, a Federal Master Promissory Note must be completed. The Financial Aid Department is available to answer any questions you may have regarding these forms.

Seven and one-half percent simple interest will be charged for the on-going tuition balance each year. Should the plan be canceled at any time, a full refund will be made within 30 days. Interest will not be paid on money deposited with Full Sail. Financial aid, for those who qualify, is available for living expenses to those participating in the Prepaid Tuition Program.

Grants and Scholarships


Grants are forms of aid that do not have to be repaid. Full Sail can assist you in determining your eligibility for available grant programs. Like grants, scholarships do not require repayment. Scholarship requirements and application procedures vary depending upon the criteria set by the scholarship provider. FEDERAL PELL GRANT The Federal Pell Grant Program is designed to assist undergraduates with education expenses. Under this program, an undergraduate is one who has not earned a bachelors or rst professional degree. Awards for the 2011-2012 year range up to $5550. The U.S. Department of Education uses a standard formula, established by Congress, to determine eligibility.

Stafford Loans
A Stafford Loan is a low-interest loan made to a student enrolled in a Full Sail Undergraduate or Graduate Degree Program. Annual loan limits increase in subsequent years where a student has progressed to a higher grade level. Repayment terms and conditions are exible in order to meet the needs of students after graduation.

Financial Aid on the Web


U.S. Department of Education - www.ed.gov Federal Aid Programs - www.studentaid.ed.gov Free Application for Federal Student Aid - www.fafsa.ed.gov Florida Department of Education - www.oridastudentnancialaid.org National Student Loan Data System - www.nslds.ed.gov

Parent PLUS Loans


A Parent PLUS Loan is a credit-based loan made to either parent of a dependent child enrolled in a Full Sail Undergraduate Degree Program. Available to credit-worthy parents, these loans provide funds for a students educational expenses and may also provide additional money for living expenses. The interest rate is determined by Congress and compares favorably to other education nancing options.

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FI N A N CI A L A I D

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Financial Aid
Receipt of Financial Aid Funds
Students who receive nancial aid at Full Sail University must maintain satisfactory academic progress in an eligible degree or certicate program. The following requirements dene what satisfactory academic progress is for nancial aid recipients as it applies to eligibility for the receipt of nancial aid funds. Satisfactory academic progress is checked at the beginning of each Semester. Students not meeting the requirements stated in Full Sails Satisfactory Academic Progress policy will be placed on Financial Aid Unsatisfactory Academic Progress Warning during that semester of enrollment and will be notied of their Financial Aid Unsatisfactory Academic Progress Warning status by their respective Education Student Advisor. The Education Student Advisor will develop an Academic Recovery Plan mandating methods of improvement and strategies for accomplishing Satisfactory Academic Progress by the beginning of the next semester. The Academic Recovery Plan will be in writing and reviewed and agreed to by the student. Financial Aid Unsatisfactory Academic Progress Warning status will not prevent the student from receiving nancial aid. The semester during which the student is in a Financial Aid Unsatisfactory Academic Progress Warning status is meant to inform the student of academic problems and provide time for corrective action. The student may continue to receive nancial assistance during this warning period. At the end of the warning period in the current semester and at the beginning of the next semester the student will:
Be removed from the warning status if student has regained satisfactory academic progress. OR Lose nancial aid eligibility and be suspended from receiving assistance from federal, state, and institutional sources due to a failure to regain satisfactory academic progress. The students nancial aid will be removed and cash payments added to the students account. The student will receive a letter informing them of the loss of nancial aid eligibility.

Career Development Department


Students who lose eligibility due to Unsatisfactory Academic Progress may choose to appeal the loss of nancial aid eligibility. The appeal process allows students who have lost their nancial aid eligibility due to unsatisfactory academic progress to appeal to have their eligibility temporarily reinstated due to the assertion that the unsatisfactory progress was as a result of unusual or extraordinary circumstances. Extraordinary circumstances that can be considered are illness, a death in the family, relocation or catastrophe. Students in an extraordinary situation may appeal their loss of eligibility by submitting an Appeal form to the Financial Aid Appeals Committee. Appeal forms can be picked up at the main Financial Aid lobby and accessed on Propeller. Appeal forms may be submitted in the main Financial Aid lobby. Appeal Steps
Obtain and complete the Appeal form. Submit an appeal form along with any additional documentation necessary to completion of the document including a detailed specic plan for academic recovery including timeline.
4.

Advancing your career in your industry or a new industry is challenging and sometimes difcult. Researching, networking, and staying current with industry trends are all keys to unlocking a successful career. The services of the Career Development Department support the technical and professional skills gained throughout a students education. Full Sails Career Development Department governs:
1. degree-specic lectures and presentations designed to prepare students for the pursuit of internships and entry level employment, including instruction about rsum creation, interview techniques, and the professionalism required within the industry, a regularly updated record of potential employers in the industry, a well-organized industry outreach effort to promote awareness of Full Sails degree programs, as well as qualied graduates and their successes, and an online community for all Full Sail alumni to promote networking and professional relationships.

2. 3.

The Committee will review the appeal and contact the student within three weeks. If the appeal is approved the student will be notied in writing along with the requirement to meet with their Student Advisor within one week of receipt of approval. The student will meet with the Education Student Advisor to complete agreement for appeal approval based on agreed upon academic recovery plan. Students whose appeals are granted will be placed into a Financial Aid Unsatisfactory Academic Progress Probation status. Students in this probation status will receive their nancial aid funding for the current semester and must have met the conditions of their academic recovery plan in order to receive nancial aid in the semester that follows. Students are allowed to appeal the loss of eligibility for nancial aid twice while in pursuit of a degree.

Full Sail degree program students preparing for graduation as well as alumni throughout their careers may utilize Career Development services. Those desiring assistance must register their requests with the Career Development Department. The Career Development Department requires a consistent and professional dialogue from each student or graduate in order to provide effective assistance. Flexibility is desirable with respect to location or type of employment and may enhance the efforts of our services. Relocation for specic types of employment may be necessary in order to successfully launch and maintain a career in the entertainment media industry. If specic, employment-related information beyond the scope of the Career Development Department is requested, every reasonable effort will be made to supply available contact information of other resources that may be able to further assist students and alumni. Full Sail educates students about the process of successfully marketing themselves to the industry. The Career Development Department is frequently approached by employers seeking the services of graduates. In selecting candidates, the department will review the graduates GPA, and GPS score. Graduates who meet the qualications set forth by the Career Development Department and the employers are then considered. Even though Full Sail makes a reasonable effort to assist each graduate in seeking employment, this in no way constitutes a promise or guarantee of employment. Career assistance may be suspended in the event that a students nancial commitments are delinquent or in default. Completion of individual courses does not qualify students for career assistance.

If a student loses nancial aid eligibility it will prevent the student from receiving any Title IV, state, or institutional nancial assistance until such time as the student meets all satisfactory academic progress standards. Students can regain nancial aid eligibility at the point that they are once again in satisfactory academic progress and may reapply for nancial aid at that time.

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Tuition Breakdow

2013 Tuition Breakdown


Master of Science Degree Programs
ENTERTAINMENT BUSINESS Semester 1 Semester 2 Semester 3 Total Tuition Cost per Credit Hour GAME DESIGN Semester 1 Semester 2 Semester 3 Total Tuition Cost per Credit Hour $ 9, 127 $ 9, 127 $ 17 , 026 $ 35, 280 $ 850 $ $ $ $ $ 10, 127 10, 127 11, 626 31, 880 759

Bachelor of Science Degree Programs


COMPUTER ANIMATION Semester 1 Semester 2 Semester 3 Semester 4 Semester 5 Total Tuition Cost per Credit Hour DIGITAL ARTS & DESIGN Semester 1 Semester 2 Semester 3 Semester 4 Semester 5 Total Tuition Cost per Credit Hour ENTERTAINMENT BUSINESS Semester 1 Semester 2 Semester 3 Semester 4 Semester 5 Total Tuition Cost per Credit Hour FILM Semester 1 Semester 2 Semester 3 Semester 4 Semester 5 Total Tuition Cost per Credit Hour $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ 16, 100 16, 100 16, 100 16, 100 16, 100 80, 500 588 16, 100 16, 100 16, 100 16, 100 16, 100 80, 500 563 11, 200 11, 200 11, 200 11, 200 11, 200 56,000 467 16, 100 16, 100 16, 100 16, 100 16, 100 80, 500 647 16, 100 16, 100 16, 100 16, 100 16, 100 80, 500 596 GAME DEVELOPMENT Semester 1 Semester 2 Semester 3 Semester 4 Semester 5 Total Tuition Cost per Credit Hour MUSIC BUSINESS Semester 1 Semester 2 Semester 3 Semester 4 Semester 5 Total Tuition Cost per Credit Hour RECORDING ARTS Semester 1 Semester 2 Semester 3 Semester 4 Semester 5 Total Tuition Cost per Credit Hour SHOW PRODUCTION Semester 1 Semester 2 Semester 3 Semester 4 Semester 5 Total Tuition Cost per Credit Hour SPORTS MARKETING & MEDIA Semester 1 Semester 2 Semester 3 Semester 4 Semester 5 Total Tuition Cost per Credit Hour WEB DESIGN & DEVELOPMENT Semester 1 Semester 2 Semester 3 Semester 4 Semester 5 Total Tuition Cost per Credit Hour $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ 16, 100 16, 100 16, 100 16, 100 16, 100 80, 500 579 10,500 10, 500 11, 500 11, 500 12,000 56,000 452 15, 600 15, 600 15, 600 15, 600 15, 600 78,000 598 15, 600 15, 600 15, 600 15, 600 15, 600 78,000 600 11, 700 11, 700 11, 700 11, 700 11, 700 58, 500 472 16, 100 16, 100 16, 100 16, 100 16, 100 80, 500 596

Associate of Science Degree Programs


GRAPHIC DESIGN Semester 1 Semester 2 Semester 3 Total Tuition Cost per Credit Hour RECORDING ENGINEERING Semester 1 Semester 2 Semester 3 Total Tuition Cost per Credit Hour $ $ $ $ $ $ $ $ $ $ 13, 127 13, 127 13, 126 39, 380 532 12, 750 12, 750 12, 770 38, 270 453

Bachelor of Fine Arts Degree Program


CREATIVE WRITING FOR ENTERTAINMENT Semester 1 Semester 2 Semester 3 Semester 4 Semester 5 Total Tuition Cost per Credit Hour $ $ $ $ $ $ $ 11, 700 11, 700 11, 700 11, 700 11, 700 58, 500 468

Tuition amounts are subject to change. For the most up-to-date tuition information, speak with your Admissions Representative or visit www.fullsail.com/about/downloads.

Transferring Credits into Other Full Sail Bachelors Degrees


Those who have earned or will earn an associates degree from Full Sail may be eligible to transfer credits toward other Full Sail bachelors degrees. Graduates with an associates degree or higher from another accredited postsecondary educational institution recognized by the U.S. Department of Education may be eligible to transfer credits toward other Full Sail bachelors degrees. To be eligible, the previous degree should be related to the educational program objectives of the specic degree. To determine the cost and transfer of credit eligibility, contact Full Sails Admissions Department.

GAME ART Semester 1 Semester 2 Semester 3 Semester 4 Semester 5 Total Tuition Cost per Credit Hour

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General Informatio

Multiple Degrees
Students may take any combination of Associate of Science Degree Programs, Bachelor of Science Degree Programs, Master of Science Degree Programs, and/or Bachelor of Fine Arts Degree Programs, based on eligibility requirements. A $200 refundable deposit is required to apply for each additional Associate, Bachelor, Master of Science, or Bachelor of Fine Arts Degree Program. An Admissions Representative is available to offer recommendations on Degree Program combinations and order.

Fees/Deposits
A $75 application fee is required to apply for a Degree Program. A $200 refundable deposit is required prior to a Degree Program start date in order to reserve a seat. For those applying for a second, or multiple degrees, an additional $200 refundable deposit is required. A $200 deposit is required for each individual course. Availability of a course or degree start date is subject to class size limitations. A seat will only be reserved upon receipt of each course/ programs deposit. The application fee and deposit(s) are not covered by nancial aid. The application fee and deposit(s) are included in the tuition prices listed. Deposits held for future Degree Programs may be credited toward any amount due Full Sail, for any other tuition or fees that may be due.

Whats Included
The cost of a Full Sail Degree Program includes expenses such as textbooks, manuals, media, production materials, lab fees, technology fees, and other associated costs except as noted.

Project LaunchBox Pricing by Degree Program


Campus Degrees
Computer Animation Bachelor of Science

Fee Amount
$2,805.00 $3,025.00 $2,720.00 $2,835.00 $3,050.00 $520.00 $2,800.00 $2,455.00 $2,915.00 $3,135.00 $2,805.00 $3,025.00 $2,300.00 $2,300.00 $2,615.00 $2,775.00 $2,530.00 $2,530.00 $2,530.00 $2,730.00 $4,540.00 $2,650.00 $2,865.00

Institutional Fee
All students are required to purchase a computer and software in addition to tuition. Technology congured in accordance with program specications.

Computer Animation Bachelor of Science 36 month Creative Writing for Entertainment Bachelor of Fine Arts Digital Arts & Design Bachelor of Science Digital Arts & Design Bachelor of Science 36 month English as a Second Language (certicate program) Entertainment Business Bachelor of Science Entertainment Business Master of Science Film Bachelor of Science Film Bachelor of Science 36 month

Degrees Awarded
Upon completion of the campus degree program, the student will be awarded: Master of Science Degree
Entertainment Business Game Design

Bachelor of Fine Arts Degree


Creative Writing for Entertainment

Delay of Start Date


Full Sail will charge a non-refundable fee of $100 for each revision that results in a delay of a students start date.

Game Art Bachelor of Science Game Art Bachelor of Science 36 month

Bachelor of Science Degree


Computer Animation Digital Arts & Design Entertainment Business Film Game Art Game Development Music Business Recording Arts Show Production Sports Marketing & Media Web Design & Development

Project LaunchBox
The primary component of the institutional fee is Project LaunchBox, which is an Apple MacBook Pro computer* that serves as a personal workstation throughout their education. This notebook computer comes with degree-specic software that allows students to work on their projects on and off-campus and maintain their personal portfolio of work wherever they may be. The choice of Apple hardware has allowed Full Sail to develop our curriculum to a high and specic standard of computer capability, while giving students maximum exibility for their creativity. In addition, Full Sails Online Learning Environment, which is utilized by all Full Sail students, is built around the capabilities of Apple workstations, helping the school to provide the same high level of education and innovation both online and on-campus.
* Computers for Game Development students may vary in make and model.

Game Development Bachelor of Science Game Design Master of Science Graphic Design Associate of Science Music Business Bachelor of Science Recording Arts Bachelor of Science Recording Arts Bachelor of Science 36 month Recording Engineering Associate of Science Show Production Bachelor of Science Sports Marketing & Media Bachelor of Science Web Design & Development Bachelor of Science Web Design & Development Bachelor of Science 36 month

Security Key Card


To access facilities at Full Sail, each student is furnished a specially programmed, security-system key card. A $10 non-refundable fee is due on or before the rst day of registration for this key card. This fee must be paid before a card will be issued. All students are required to possess the card at all times and replace any lost card promptly by purchasing a new one.

Associate of Science Degree


Graphic Design Recording Engineering

Non-Sufficient Funds
A $25 fee will be charged for any check returned for non-sufcient funds.

Certicate Program
English as a Second Language

Comparative Program Information


Comparative program information related to tuition and program length is available from:
Accrediting Commission of Career Schools and Colleges 2101 Wilson Boulevard, Suite 302 Arlington, VA 22201 (703) 247-4212

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PR O J ECT LA U N CH BO X

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Class Schedule

Class Schedules
Computer Animation
REGISTRATION January 3, 2013 January 28, 2013 February 25, 2013 April 2, 2013 April 29, 2013 May 28, 2013 July 8, 2013 July 29, 2013 August 26, 2013 September 23, 2013 October 21, 2013 November 18, 2013

Entertainment Business
GRADUATION October 2/3, 2014 October 30/31, 2014 November 25/26, 2014 December 19/20, 2014 February 5/6, 2015 March 5/6, 2015 April 2/3, 2015 May 7/8, 2015 June 4/5, 2015 June 26/27, 2015 August 6/7, 2015 September 3/4, 2015 REGISTRATION January 3, 2013 January 28, 2013 February 25, 2013 April 2, 2013 April 29, 2013 May 28, 2013 July 8, 2013 July 29, 2013 August 26, 2013 September 23, 2013 October 21, 2013 November 18, 2013

Bachelor of Science Degree Program


START January 9, 2013 February 4, 2013 March 4, 2013 April 8, 2013 May 6, 2013 June 3, 2013 July 11, 2013 August 5, 2013 September 4, 2013 September 30, 2013 October 28, 2013 November 25, 2013

Master of Science Degree Program


START January 9, 2013 February 4, 2013 March 4, 2013 April 8, 2013 May 6, 2013 June 3, 2013 July 11, 2013 August 5, 2013 September 4, 2013 September 30, 2013 October 28, 2013 November 25, 2013 GRADUATION December 20/21, 2013 February 6/7, 2014 March 6/7, 2014 April 3/4, 2014 May 8/9, 2014 June 5/6, 2014 June 27/28, 2014 August 7/8, 2014 September 4/5, 2014 October 2/3, 2014 October 30/31, 2014 November 25/26, 2014

Game Development
REGISTRATION January 3, 2013 January 28, 2013 February 25, 2013 April 2, 2013 April 29, 2013 May 28, 2013 July 8, 2013 July 29, 2013 August 26, 2013 September 23, 2013 October 21, 2013 November 18, 2013

Bachelor of Science Degree Program


START January 9, 2013 February 4, 2013 March 4, 2013 April 8, 2013 May 6, 2013 June 3, 2013 July 11, 2013 August 5, 2013 September 4, 2013 September 30, 2013 October 28, 2013 November 25, 2013 GRADUATION October 2/3, 2014 October 30/31, 2014 November 25/26, 2014 December 19/20, 2014 February 5/6, 2015 March 5/6, 2015 April 2/3, 2015 May 7/8, 2015 June 4/5, 2015 June 26/27, 2015 August 6/7, 2015 September 3/4, 2015

Recording Engineering
REGISTRATION January 3, 2013 January 28, 2013 February 25, 2013 April 2, 2013 April 29, 2013 May 28, 2013 July 8, 2013 July 29, 2013 August 26, 2013 September 23, 2013 October 21, 2013 November 18, 2013

Associate of Science Degree Program


START January 9, 2013 February 4, 2013 March 4, 2013 April 8, 2013 May 6, 2013 June 3, 2013 July 11, 2013 August 5, 2013 September 4, 2013 September 30, 2013 October 28, 2013 November 25, 2013 GRADUATION December 20/21, 2013 February 6/7, 2014 March 6/7, 2014 April 3/4, 2014 May 8/9, 2014 June 5/6, 2014 June 27/28, 2014 August 7/8, 2014 September 4/5, 2014 October 2/3, 2014 October 30/31, 2014 November 25/26, 2014

Creative Writing for Entertainment


REGISTRATION January 3, 2013 January 28, 2013 February 25, 2013 April 2, 2013 April 29, 2013 May 28, 2013 July 8, 2013 July 29, 2013 August 26, 2013 September 23, 2013 October 21, 2013 November 18, 2013 START January 9, 2013 February 4, 2013 March 4, 2013 April 8, 2013 May 6, 2013 June 3, 2013 July 11, 2013 August 5, 2013 September 4, 2013 September 30, 2013 October 28, 2013 November 25, 2013

Film

Bachelor of Fine Arts Degree Program


GRADUATION October 2/3, 2014 October 30/31, 2014 November 25/26, 2014 December 19/20, 2014 February 5/6, 2015 March 5/6, 2015 April 2/3, 2015 May 7/8, 2015 June 4/5, 2015 June 26/27, 2015 August 6/7, 2015 September 3/4, 2015

Bachelor of Science Degree Program


REGISTRATION January 3, 2013 January 28, 2013 February 25, 2013 April 2, 2013 April 29, 2013 May 28, 2013 July 8, 2013 July 29, 2013 August 26, 2013 September 23, 2013 October 21, 2013 November 18, 2013 START January 9, 2013 February 4, 2013 March 4, 2013 April 8, 2013 May 6, 2013 June 3, 2013 July 11, 2013 August 5, 2013 September 4, 2013 September 30, 2013 October 28, 2013 November 25, 2013 GRADUATION September 4/5, 2014 October 2/3, 2014 October 30/31, 2014 November 25/26, 2014 December 19/20, 2014 February 5/6, 2015 March 5/6, 2015 April 2/3, 2015 May 7/8, 2015 June 4/5, 2015 June 26/27, 2015 August 6/7, 2015

Graphic Design
REGISTRATION January 3, 2013 January 28, 2013 February 25, 2013 April 2, 2013 April 29, 2013 May 28, 2013 July 8, 2013 July 29, 2013 August 26, 2013 September 23, 2013 October 21, 2013 November 18, 2013

Associate of Science Degree Program


START January 9, 2013 February 4, 2013 March 4, 2013 April 8, 2013 May 6, 2013 June 3, 2013 July 11, 2013 August 5, 2013 September 4, 2013 September 30, 2013 October 28, 2013 November 25, 2013 GRADUATION February 6/7, 2014 March 6/7, 2014 April 3/4, 2014 May 8/9, 2014 June 5/6, 2014 June 27/28, 2014 August 7/8, 2014 September 4/5, 2014 October 2/3, 2014 October 30/31, 2014 November 25/26, 2014 December 19/20, 2014

Show Production Bachelor of Science Degree Program


REGISTRATION January 3, 2013 January 28, 2013 February 25, 2013 April 2, 2013 April 29, 2013 May 28, 2013 July 8, 2013 July 29, 2013 August 26, 2013 September 23, 2013 October 21, 2013 November 18, 2013 START January 9, 2013 February 4, 2013 March 4, 2013 April 8, 2013 May 6, 2013 June 3, 2013 July 11, 2013 August 5, 2013 September 4, 2013 September 30, 2013 October 28, 2013 November 25, 2013 GRADUATION October 2/3, 2014 October 30/31, 2014 November 25/26, 2014 December 19/20, 2014 February 5/6, 2015 March 5/6, 2015 April 2/3, 2015 May 7/8, 2015 June 4/5, 2015 June 26/27, 2015 August 6/7, 2015 September 3/4, 2015

Digital Arts & Design


REGISTRATION January 3, 2013 January 28, 2013 February 25, 2013 April 2, 2013 April 29, 2013 May 28, 2013 July 8, 2013 July 29, 2013 August 26, 2013 September 23, 2013 October 21, 2013 November 18, 2013

Game Art
GRADUATION October 2/3, 2014 October 30/31, 2014 November 25/26, 2014 December 19/20, 2014 February 5/6, 2015 March 5/6, 2015 April 2/3, 2015 May 7/8, 2015 June 4/5, 2015 June 26/27, 2015 August 6/7, 2015 September 3/4, 2015

Bachelor of Science Degree Program


START January 9, 2013 February 4, 2013 March 4, 2013 April 8, 2013 May 6, 2013 June 3, 2013 July 11, 2013 August 5, 2013 September 4, 2013 September 30, 2013 October 28, 2013 November 25, 2013

Bachelor of Science Degree Program


REGISTRATION January 3, 2013 January 28, 2013 February 25, 2013 April 2, 2013 April 29, 2013 May 28, 2013 July 8, 2013 July 29, 2013 August 26, 2013 September 23, 2013 October 21, 2013 November 18, 2013 START January 9, 2013 February 4, 2013 March 4, 2013 April 8, 2013 May 6, 2013 June 3, 2013 July 11, 2013 August 5, 2013 September 4, 2013 September 30, 2013 October 28, 2013 November 25, 2013 GRADUATION October 2/3, 2014 October 30/31, 2014 November 25/26, 2014 December 19/20, 2014 February 5/6, 2015 March 5/6, 2015 April 2/3, 2015 May 7/8, 2015 June 4/5, 2015 June 26/27, 2015 August 6/7, 2015 September 3/4, 2015

Music Business
REGISTRATION January 3, 2013 January 28, 2013 February 25, 2013 April 2, 2013 April 29, 2013 May 28, 2013 July 8, 2013 July 29, 2013 August 26, 2013 September 23, 2013 October 21, 2013 November 18, 2013

Bachelor of Science Degree Program


START January 9, 2013 February 4, 2013 March 4, 2013 April 8, 2013 May 6, 2013 June 3, 2013 July 11, 2013 August 5, 2013 September 4, 2013 September 30, 2013 October 28, 2013 November 25, 2013 GRADUATION September 4/5, 2014 October 2/3, 2014 October 30/31, 2014 November 25/26, 2014 December 19/20, 2014 February 5/6, 2015 March 5/6, 2015 April 2/3, 2015 May 7/8, 2015 June 4/5, 2015 June 26/27, 2015 August 6/7, 2015

Sports Marketing & Media


REGISTRATION January 3, 2013 January 28, 2013 February 25, 2013 April 2, 2013 April 29, 2013 May 28, 2013 July 8, 2013 July 29, 2013 August 26, 2013 September 23, 2013 October 21, 2013 November 18, 2013

Bachelor of Science Degree Program


START January 9, 2013 February 4, 2013 March 4, 2013 April 8, 2013 May 6, 2013 June 3, 2013 July 11, 2013 August 5, 2013 September 4, 2013 September 30, 2013 October 28, 2013 November 25, 2013 GRADUATION October 2/3, 2014 October 30/31, 2014 November 25/26, 2014 December 19/20, 2014 February 5/6, 2015 March 5/6, 2015 April 2/3, 2015 May 7/8, 2015 June 4/5, 2015 June 26/27, 2015 August 6/7, 2015 September 3/4, 2015

Entertainment Business
REGISTRATION January 3, 2013 January 28, 2013 February 25, 2013 April 2, 2013 April 29, 2013 May 28, 2013 July 8, 2013 July 29, 2013 August 26, 2013 September 23, 2013 October 21, 2013 November 18, 2013

Game Design
GRADUATION September 4/5, 2014 October 2/3, 2014 October 30/31, 2014 November 25/26, 2014 December 19/20, 2014 February 5/6, 2015 March 5/6, 2015 April 2/3, 2015 May 7/8, 2015 June 4/5, 2015 June 26/27, 2015 August 6/7, 2015 REGISTRATION January 3, 2013 January 28, 2013 February 25, 2013 April 2, 2013 April 29, 2013 May 28, 2013 July 8, 2013 July 29, 2013 August 26, 2013 September 23, 2013 October 21, 2013 November 18, 2013

Bachelor of Science Degree Program


START January 9, 2013 February 4, 2013 March 4, 2013 April 8, 2013 May 6, 2013 June 3, 2013 July 11, 2013 August 5, 2013 September 4, 2013 September 30, 2013 October 28, 2013 November 25, 2013

Master of Science Degree Program


START January 9, 2013 February 4, 2013 March 4, 2013 April 8, 2013 May 6, 2013 June 3, 2013 July 11, 2013 August 5, 2013 September 4, 2013 September 30, 2013 October 28, 2013 November 25, 2013 GRADUATION December 20/21, 2013 February 6/7, 2014 March 6/7, 2014 April 3/4, 2014 May 8/9, 2014 June 5/6, 2014 June 27/28, 2014 August 7/8, 2014 September 4/5, 2014 October 2/3, 2014 October 30/31, 2014 November 25/26, 2014

Recording Arts
REGISTRATION January 3, 2013 January 28, 2013 February 25, 2013 April 2, 2013 April 29, 2013 May 28, 2013 July 8, 2013 July 29, 2013 August 26, 2013 September 23, 2013 October 21, 2013 November 18, 2013

Bachelor of Science Degree Program


START January 9, 2013 February 4, 2013 March 4, 2013 April 8, 2013 May 6, 2013 June 3, 2013 July 11, 2013 August 5, 2013 September 4, 2013 September 30, 2013 October 28, 2013 November 25, 2013 GRADUATION September 4/5, 2014 October 2/3, 2014 October 30/31, 2014 November 25/26, 2014 December 19/20, 2014 February 5/6, 2015 March 5/6, 2015 April 2/3, 2015 May 7/8, 2015 June 4/5, 2015 June 26/27, 2015 August 6/7, 2015

Web Design & Development


REGISTRATION January 3, 2013 January 28, 2013 February 25, 2013 April 2, 2013 April 29, 2013 May 28, 2013 July 8, 2013 July 29, 2013 August 26, 2013 September 23, 2013 October 21, 2013 November 18, 2013

Bachelor of Science Degree Program


START January 9, 2013 February 4, 2013 March 4, 2013 April 8, 2013 May 6, 2013 June 3, 2013 July 11, 2013 August 5, 2013 September 4, 2013 September 30, 2013 October 28, 2013 November 25, 2013 GRADUATION October 2/3, 2014 October 30/31, 2014 November 25/26, 2014 December 19/20, 2014 February 5/6, 2015 March 5/6, 2015 April 2/3, 2015 May 7/8, 2015 June 4/5, 2015 June 26/27, 2015 August 6/7, 2015 September 3/4, 2015

* ALTHOUGH THE DURATION OF PROGRAMS IS CORRECTLY REFLECTED IN THESE DATES, EXACT GRADUATION DATES ARE SUBJECT TO CHANGE.

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CL A S S S C H E D U L E S

CLA SS SCH ED U LES

307

Holiday Schedul

2013 Holiday Schedule


Spring Break . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . March 30 - April 7 , 2013 Memorial Day . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . May 27 , 2013 July 4th Break . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . June 30 - July 7 , 2013 Labor Day Break . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sept. 1 - 3, 2013 Thanksgiving . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Nov. 27 (1pm) - Dec. 1, 2013 Winter Break . . . . . . . . . . . . . . . . . . . . . . . . . Dec. 21 (1pm), 2013 - Jan. 5, 2014

Online Educatio

Online Education at Full Sail


Online degree programs and courses are delivered over the Full Sail Online Learning Environmenta secure web-based platform that employs modern multimedia technologies and is accessible 24 hours a day via the Internet. Online students use this system to view video content, receive and submit project work and assignments, take tests and quizzes, communicate with instructors and classmates, and review grades and course progress. On-campus students also use Full Sails Online learning system for online-only courses, which are notated in their respective degree sections, and for some assignments in their campus-based courses.

Student Services
Housing Resources
All students are encouraged to contact the Housing Resources department for assistance in nding suitable housing accommodations, as well as information on roommates and local services. This assistance is offered at no charge.

Academic Success Department


The staff of the Academic Success Department works collaboratively with the students, faculty and administration to create a positive environment for development throughout our students academic journey. We aim to provide support and encouragement that enables our students to develop character and integrity while expanding their competency and skills. We strive to endorse learning in the classroom and in the community, not only through academics but through personal growth and maturity. The Academic Success Department provides services through Student Advising, Student Records, Student Success Seminars, Global Professionalism Standards, and the Library. We work closely with the faculty to ensure the best support services for all students. Student Advisors can assist with scheduling issues, leaves of absence, community referrals, and can act as a contact for parents. Student Advisors are available during regular ofce hours Monday through Friday, either by appointment or on an availability basis. Some Student Advisors are available by phone until 9:00pm on Monday through Thursday evenings. The lobby of Full Sail 3B (FS3B) and the lobby of Full Sail Bldg. 2 is manned by support staff 24 hours a day. There is also a security team on the premises 24 hours a day for emergencies.

International Student Center


International students may be assisted by the International Student Center in matters regarding visa status. International students are welcome to seek assistance with issues of daily living such as opening bank accounts, obtaining drivers licenses and medical insurance. The International Student Center works closely with other Full Sail staff members to ensure a smooth transition for students from other countries attending Full Sail.

Online Support
The staff of Full Sail Online Support works together with students, faculty, and administration to make the student experience positive, reassuring, and seamless throughout our online courses Our mission is to provide the highest standard of technical support and to nurture students growth and development while allowing them to enhance the skills necessary to be successful in an online environment. Full Sail Support Specialists can assist with resolving technical issues associated with the functionality of the online platform. You can reach Online Support by phone at 877-437-6349 or by email at FSOSupport@fullsail.com.

Services for Students with Disabilities


Full Sail is committed to providing equal access to all students, including those who qualify as persons with disabilities. While upholding this commitment, Full Sail also expects all students to maintain the high standards of academic achievement and excellence that are essential to the integrity of the schools mission. By advancing these aims, Full Sail ensures that its policies, practices, and procedures conform to federal, state, and local statutes and regulations. Provide written documentation to the Director of Student Affairs or Director of Student Success regarding the nature of your disability and any reasonable considerations/accommodations that may be necessary. Such documentation must: (1) be from an appropriate professional, (2) not be more than three years old and, (3) provide a clear understanding of how the student is presently functioning. Full Sails condentiality policy provides that only the appropriate Full Sail personnel access this information and it is stored in separate, condential les. Except in instances of health or safety, information concerning the disability, accommodations, or documentation will not be released without written consent. Provide ample time when requesting a reasonable accommodation(s). Requests must be evaluated and arrangements made prior to the anticipated need for service/support. Full Sail cannot guarantee that appropriate accommodations/services can be put in place without sufcient lead-time to make arrangements. Whenever possible, please provide at least 60 days advance notice. The Director of Student Affairs, assigned by the President, makes determinations of reasonable accommodations for students with disabilities. Fax documentation to (407) 552-2072.

The Student Success Seminars


The Student Success Seminars, unique to Full Sail and available online and on campus, are offered as a service to Degree-seeking students. These optional classes in human performance enhancement are not remedial classes, but have been designed specically to help students perform well within Full Sails compressed Degree Programs. The Student Success Seminars are designed to help students acquire tools for building competency, self-esteem and self-management. Topics covered include discussions about study skills and testtaking strategies, developing positive strategies for dealing with life circumstances and relationships, managing stress, balancing logic and emotion, creative and critical thinking, budgeting and money management, and time management. There are no fees for these seminars and they may be prescribed, when indicated by lower-thanexpected academic achievement, by the Director of Student Advising.

Class Times & Schedules


Students in online courses may log in to their courses and assignments at any hour and day they choose provided they meet all assignment deadlines. Full Sail reserves the right to adjust the order of courses and program content, staff or materials on a courseby-course basis as needed.

Attendance
Attendance for online courses is based on participation and timely completion of assignments.

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STU D EN T SERV I CES

Student Services
309

Policies & Procedure

Policies & Procedures


Advancement
An academic year consists of 32 weeks of instruction. In order to advance to the next grade level (freshman to sophomore, etc.), students must earn a minimum of 24 semester credits during that academic year.

Class Size
Full Sails philosophy is to put students in environments with optimal student to instructor ratios. To achieve this, the student to lab specialist ratio in lab settings can vary from six-to-one to twenty-four-to-one, depending on the degree program and the needs of students in a specic lab. Lectures vary in size from course to course, but the maximum size for a degree programs core curriculum is 85. In lectures attended by students from multiple degree programs, the maximum number is 120. Although these are Full Sails published maximum class sizes, most classes within the degree programs typically range between 36 and 85 students. Online course sections are limited to a maximum of 25 students per instructor.

TEST OUT CREDIT Campus-based students who have work experience, or students who cannot provide a college transcript prior to the deadline for submission, may take the test out exam in each course for which credit is being sought and must obtain a raw score of 75 percent or better in order to receive credit. Test out exams must occur within the rst two weeks of attendance at Full Sail. For those classes that begin the rst week, the test must be taken before the course begins. The right to test out of a course is only granted for extensive experience. If credit is earned, the tuition and program hours are reduced accordingly. A minimum of 25 percent of a Degree Programs semester hours or equivalent must be taken to receive a Full Sail Degree. Matriculation agreements with other postsecondary institutions or universities are handled on an individual basis and may negate the usual testing procedure. Test out exams are not available for all courses. Courses that are very gear specic may require both a written test out exam and a practical test out exam. Many intermediate and advanced courses in the programs core curriculum are not eligible for test out exams. A specic list of courses available for test out credit may be obtained from the Director of Student Affairs. Credits earned by test out exam may change a students eligibility for certain types of nancial aid. TRANSFERABILITY OF CREDIT Questions regarding matriculation should be directed to the institution at which continued education is being sought. The transferability of credit from Full Sail to another institution is at the discretion of the accepting institution. It is the students responsibility to conrm whether or not credits will be accepted by another college.

to be viewed as more competitive and better qualied for entering the industry. The GPS contains ve main components that will be evaluated throughout the education term as a student. These components are:
Timeliness Evidencing Respect Preparation Alertness/Attentiveness Compliance with Full Sails policies as well as local and federal laws

Anti-Hazing Policy
Full Sail does not allow hazing for any reason whatsoever. Students engaging in any potentially harmful activities will be disciplined and may be subject to suspension or termination.

Appeals
Any disciplinary or administrative action taken according to Full Sail policies may be appealed to an Appeals Committee. Appeals must be submitted in writing to Student Advisors. The Appeals Committee is convened as required by the Director of Advising and consists of no less than ve senior Full Sail administrators including the Program Director for a given students particular program of study.

Each students professional skills will be assessed during their tenure with Full Sail in three areas: Learning Environments, Education, and Community.
Learning Environments and Education: The ability to follow the code of conduct set forth in the Full Sail Student Manual (factors including: timeliness, evidencing respect, preparation, alertness/ attentiveness and compliance with Full Sails policies as well as local and federal laws) will ensure that each student maintains a GPS score of 100 percent. Failure to follow any and/or all parts of the Full Sail code of conduct will result in points being deducted from the GPS score. Community: This element represents the ability to add to the GPS score by contributing and participating in events both within Full Sail and throughout the larger community. Events may include: volunteer work, attending designated tutorials or workshops, starting or participating in a community-minded group, or organizing a benevolent fund-raising event. The Global Professionalism Standards program was created with the help of industry professionals and students to help the current student become familiar with the professional attributes of employment and to enhance the ability to successfully navigate within a professional environment.

Conduct
Students are expected to conduct themselves honorably and with dignity at all times. They are responsible for learning and abiding by state and local laws. Conviction for a criminal offense or any behavior reecting dishonor or discredit on the college is sufcient grounds for termination. In addition, Full Sail reserves the right to terminate enrollment in the event of cheating, disruptive behavior, substance abuse or destruction of property at studios, ofces, classrooms, or any other accommodations arranged by Full Sail. Although the mode of dress is casual, shoes, pants and shirts must be worn at all Full Sailrelated activities. Discretion, modesty, and good taste are expected at all times.

Attendance
For students in on-campus programs, regular class attendance and lab participation are two of the most signicant factors for success. Students are expected to attend classes and lab sessions unless prevented by illness or emergency. To satisfactorily complete a course, students must attend a minimum of 90 percent of the lectures, seminars, and lab sessions. If unexcused absences exceed 10 percent of a courses total hours, students fail the course (see Repeat of a Course section on page 278). Tardiness is entered on class records, whether excused or unexcused. An accumulation of 5 tardies equals one unexcused absence. Leaving class early is considered an unexcused absence. The failure of a course either online or on campus can affect a students cumulative grade point average, thereby resulting in a probationary status. If no improvement is shown over the designated period, student status will then be determined by the Director of Student Advising. This determination may include interruption of training.

Course Numbering System


Each course is assigned a three- or four-letter course prex that identies the degree program the class is associated with and a threeor four-digit course sufx that identies the level, course number, and course version of each course within their respective program.

Evaluations
During courses, students are evaluated on their performance through a series of quizzes, exams, and lab evaluations. They are evaluated on theory, technical and practical application, and attitude.

Grading System
GRADE A+ A B+ B C+ C D F NUMERICAL GRADE 95100 90-94 85-89 80-84 76-79 7375 70-72 below 70 GRADE POINTS 4.0 3.5 3.0 2.5 2.0 1.5 1.0 0

Credit for Previous Education


Students with previous postsecondary education may request credit for previous education. TRANSFER CREDIT Those seeking transfer credit from another accredited postsecondary school while attending Full Sail must submit an ofcial transcript to the Transcript Registrar. To receive transfer credit, students must have successfully completed courses similar in scope and content to Full Sail courses. The submission of a copy of ofcial college transcripts must occur within the rst two weeks of attendance at Full Sail. For those classes that begin the rst week in a degree program, a copy of ofcial college transcripts must be received before class begins. The right to receive transfer credit for a course is only granted for successful completion of prior education in subjects that have received a grade of C or better. Acceptance of transfer credit may change a students eligibility for certain types of nancial aid.

Global Professionalism Standards


For over 30 years, Full Sail has built relationships within the Entertainment Media Industry and has learned from industry professionals, our alumni and Advisory Board members, those items that are crucial to a successful career. It is the schools role to ensure that each student understands, accepts, and adheres to specic industry expectations placed upon graduates as they pursue their chosen eld. In addition to the schools widely-respected education, Full Sail is a unique community that promotes the importance of a vital code of conduct, which will allow a student to transition into a successful media professional. The Global Professionalism Standards (GPS) program is a formal set of standards for professional conduct which reects the expectations of the industry. While these standards have been represented in the Full Sail Student Manuals code of conduct since the schools inception, this expanded program quanties these terms, allowing students to measure their progress as well as giving them a platform from which excellence can be gauged. These initiatives address the need for students and graduates alike to exhibit a desired level of professionalism thereby ensuring each student a respectful, optimized learning environment, while allowing Full Sail graduates

Auditing
Graduates of Full Sails Degree Programs may audit (attend without credit) any current course in their degree program with permission of the Director of Student Affairs. Auditing is allowed on an availableseating basis.

Changes
Full Sail reserves the right to affect changes in tuition, textbooks, equipment, administration, schedules, subject matter, faculty and staff, and to teach courses in any order it deems necessary.

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POLICIES & PROCEDURES

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Policies & Procedure

Policies & Procedures


Floridas Statewide Course Numbering System
Courses in this catalog are identied by prexes and numbers that were assigned by Floridas Statewide Course Numbering System (SCNS). This numbering system is used by all public postsecondary institutions in Florida and 25 participating nonpublic institutions. The major purpose of this system is to facilitate the transfer of courses between participating institutions. Students and administrators can use the online SCNS to obtain course descriptions and specic information about course transfer between participating Florida institutions. This information is at the SCNS website at http://scns.doe.org. Each participating institution controls the title, credit, and content of its own courses and recommends the rst digit of the course number to indicate the level at which students normally take the course. Course prexes and the last three digits of the course numbers are assigned by members of faculty discipline committees appointed for that purpose by the Florida Department of Education in Tallahassee. Individuals nominated to serve on these committees are selected to maintain a representative balance as to type of institution and discipline eld or specialization. The course prex and each digit in the course number have a meaning in the SCNS. The listing of prexes and associated courses is referred to as the SCNS taxonomy. Descriptions of the content of courses are referred to as statewide course proles. GENERAL RULE FOR COURSE EQUIVALENCIES Equivalent courses at different institutions are identied by the same Equivalent courses at different institutions are identied by the same prexes and same last three digits of the course number and are guaranteed to be transferable between participating institutions that offer the course, with a few exceptions, as listed below in Exception to the General Rule for Equivalency. For example, a freshman composition skills course is offered by 56 different postsecondary institutions. Each institution uses ENC_101 to identify its freshman composition skills course. The level code is the rst digit and represents the year in which students normally take the course at a specic institution. In the SCNS taxonomy, ENC means English Composition, the century digit 1 represents Freshman Composition, the decade digit 0 represents Freshman Composition Skills, and the unit digit 1 represents Freshman Composition Skills I. In the sciences and certain other areas, a C or L after the course number is known as a lab indicator. The C represents a combined lecture and laboratory course that meets in the same place at the same time. The L represents a laboratory course or the laboratory part of a course that has the same prex and course number but meets at a different time or place. Transfer of any successfully completed course from one participating institution to another is guaranteed in cases where the course to be transferred is equivalent to one offered by the receiving institution. Equivalencies are established by the same prex and last three digits and comparable faculty credentials at both institutions. For example, ENC 1101 is offered at a community college. The same course is offered at a state university as ENC 2101. A student who has successfully completed ENC 1101 at the community college is guaranteed to receive transfer credit for ENC 2101 at the state university if the student transfers. The student cannot be required to take ENC 2101 again since ENC 1101 is equivalent to ENC 2101. Transfer credit must be awarded for successfully completed equivalent courses and used by the receiving institution to determine satisfaction of requirements by transfer students on the same basis as credit awarded to the native students. It is the prerogative of the receiving institution, however, to offer transfer credit for courses successfully completed that have not been designated as equivalent. NOTE: Credit generated at institutions on the quarter-term system may not transfer the equivalent number of credits to institutions on the semester-term system. For example, 4.0 quarter hours often transfers as 2.67 semester hours. THE COURSE PREFIX The course prex is a three-letter designator for a major division of an academic discipline, subject matter area, or subcategory of knowledge. The prex is not intended to identify the department in which a course is offered. Rather, the content of a course determines the assigned prex to identify the course. AUTHORITY FOR ACCEPTANCE OF EQUIVALENT COURSES Section 1007 .24(7), Florida Statutes, states:
Any student who transfers among postsecondary institutions that are fully accredited by a regional or national accrediting agency recognized by the United States Department of Education and that participate in the statewide course numbering system shall be awarded credit by the receiving institution for courses satisfactorily completed by the student at the previous institutions. Credit shall be awarded if the courses are judged by the appropriate statewide course numbering system faculty committees representing school districts, public postsecondary educational institutions, and participating nonpublic postsecondary educational institutions to be academically equivalent to courses offered at the receiving institution, including equivalency of faculty credentials, regardless of the public or nonpublic control of the previous institution. The Department of Education shall ensure that credits to be accepted by a receiving institution are generated in courses for which the faculty possess credentials that are comparable to those required by the accrediting association of the receiving institution. The award of credit may be limited to courses that are entered in the statewide course numbering system. Credits awarded pursuant to this subsection shall satisfy institutional requirements on the same basis as credits awarded to native students.

COURSES AT NONREGIONALLY ACCREDITED INSTITUTIONS The SCNS makes available on its home page (http://scns.doe.org) a report entitled Courses at Nonregionally Accredited Institutions that contains a comprehensive listing of all nonpublic institution courses in the SCNS inventory, as well as each courses transfer level and transfer effective date. This report is updated monthly. Questions about the SCNS and appeals regarding course credit transfer decisions should be directed to Debbie Mills, Director of Student Affairs or to the Florida Department of Education, Ofce of Articulation, 1401 Turlington Building, Tallahassee, Florida 32399-0400. Special reports and technical information may be requested by calling the SCNS ofce at (850) 245-0427 or at http://scns.doe.org.

EXCEPTIONS TO THE GENERAL RULE FOR EQUIVALENCY Since the initial implementation of the SCNS, specic disciplines or types of courses have been excepted from the guarantee of transfer for equivalent courses. These include courses that must be evaluated individually or courses in which the student must be evaluated for mastery of skill and technique. The following courses are exceptions to the general rule for course equivalencies and may not transfer. Transferability is at the discretion of the receiving institution.
A. Courses not offered by the receiving institution. B. For courses at non-regionally accredited institutions, courses offered prior to the established transfer date of the course in question. C. Courses in the _900-999 series are not automatically transferable, and must be evaluated individually. These include such courses as Special Topics, Internships, Apprenticeships, Practica, Study Abroad, Theses, and Dissertations. D. College preparatory and vocational preparatory courses. E. Graduate courses. F . Internships, apprenticeships, practica, clinical experiences, and study abroad courses with numbers other than those ranging from 900-999. G. Applied courses in the performing arts (Art, Dance, Interior Design, Music, and Theatre) and skills courses in Criminal Justice (academy certicate courses) are not guaranteed as transferable. These courses need evidence of achievement (e.g., portfolio, audition, interview, etc.).

EXAMPLE OF COURSE IDENTIFIER


PREFIX LEVEL CODE (FIRST DIGIT) CENTURY DIGIT (SECOND DIGIT) DECADE DIGIT (THIRD DIGIT) UNIT DIGIT (FOURTH DIGIT) LAB CODE

ENC English Composition

1 Lower (Freshman) Level At This Institution

0 Freshman Composition Skills

1 Freshman Composition Skills I No laboratory component in this course

Freshman Composition

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POLICIES & PROCEDURES

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Policies & Procedures


Graduation Requirements
In order to receive a degree from one of Full Sails undergraduate degree programs, a student must:
1. 2. 3. 4. 5. Achieve a minimum GPA of 1.0 in each course and an attendance rate of 90 percent in each course, Complete all applicable courses within the degree, Not accrue in excess of 1.5 times the credits required to complete the program, Achieve an overall cumulative GPA of 2.0, and Fulll all nancial responsibilities.

Make-up Work
Students with an excused absence who are eligible to make up work should contact the appropriate Course Director(s) within seven days to make arrangements.

Institutional Refund Policy


REFUNDS Full Sail Universitys Institutional Refund Policy has been established in accordance with current state and federal regulations and applicable accrediting standards. A refund to the student or fund source may result from the application of Full Sail Universitys Institutional Refund Policy. REFUNDS DUE TO CANCELLATIONS Students who are rejected by the college, cancel application within ve (5) business days of Full Sail Universitys receipt of the application fee, or cancel enrollment within ve (5) business days of Full Sail Universitys receipt of a signed enrollment agreement are entitled to a 100% refund of tuition (0% tuition charged) and a refund of the $75 application fee. Students who have not visited Full Sail University prior to enrollment will have the opportunity to cancel all courses without penalty (0% of tuition charged, excluding the application fee) within three (3) business days following either the regularly scheduled orientation or following a tour of the school. Under any other circumstances, the $75 application fee is retained by Full Sail University. If a student is terminated, withdraws, or otherwise fails to complete a semester and received nancial aid while enrolled, the federal government dictates how refunds (if applicable) are repaid. The return of nancial aid is dictated by the Return of Title IV Funds calculation policy. If a refund results from this calculation, federal policy requires that these unearned funds be returned to the applicable Title IV fund source. Funds are refunded to the Title IV fund source in the following federally mandated order:
1. 2. 3. 4. 5. 6. 7. 8. Unsubsidized Federal Stafford loans Subsidized Federal Stafford loans Federal PLUS loans Federal Pell grants Academic Competitiveness Grant (ACG) National Science & Mathematics Access to Retain Talent (SMART) Federal Supplemental Education Opportunity Grant (FSEOG) Other grant or loan assistance authorized by Title IV of the HEA, as amended

Refunds are made within thirty (30) days of termination or withdrawal. If a student is provided with living expense funds originating from a student nancial assistance program and fails to complete the semester for any reason, the student is required to return the unearned funds. Full Sail University will notify the student of the amount owed. If the student fails to satisfy the repayment, he or she will be ineligible for any further federal student nancial aid assistance. REFUNDS DUE TO WITHDRAWAL Full Sail University has an established add/drop period that is the rst week of each semester. All tuition, excluding the application fee, will be refunded to students who drop within the add/drop period. After the add/drop period, the tuition and fees for the semester will be charged as follows:
PERCENTAGE OF TUITION CHARGED DROP DATE 0% of tuition charged . . . . . . . . . . . . . . . . . . . . . . . . . . Prior to semester start date 0% of tuition charged . . . . . . During add/drop period (first week of semester) 25% of tuition charged . . . . . . . . . . . . . . . . . . . . During second week of semester 75% of tuition charged . . . . . . . . . . . . . . . . . . . . . . During third week of semester 100% of tuition charged . . . . . . . . . . . . . . . . . . . . . . . After third week of semester

Maximum Time Frame for Program Completion


The credit hours attempted for any Degree Program cannot exceed 1.5 times the credit hours required to complete the program. This maximum time frame requirement is a standard mandated by the accrediting body, and students who exceed the time frame are dismissed from the Degree Program.

In order to receive a degree from one of Full Sails graduate degree programs, a student must:
1. 2. 3. 4. 5. Achieve a minimum GPA of 2.0 and a minimum attendance rate of 90 percent in each course, Complete all applicable courses within the degree, Not accrue in excess of 1.5 times the credits required to complete the program, Achieve an overall cumulative GPA of 3.0, and Fulll all nancial responsibilities.

Probationary Status
Students who do not meet Full Sail grading, attendance, nancial, or conduct standards may be placed on probation. During this time, students are advised as to the level of improvement or the action necessary to rectify the probationary status. Students are removed from probation when satisfactory progress standards have been met. Students who do not meet satisfactory progress requirements at the end of their probationary period are subject to termination.

Individual Courses
Individual Courses are offered for personal benet and do not necessarily lead to employment. Retakes for attendance reasons are permitted for each course only if tuition is paid again. No consideration for a refund is given in the event of a course not being satisfactorily completed. The deposit submitted with an application for any individual course is for the purpose of reserving a seat in the class (based on available seating), and in the event of cancellation prior to the rst day of class, is fully refundable within 30 days of notice to cancel. Requirements for satisfactory progress are maintained for individual course students. In order to successfully complete each individual course taken, students must attend a minimum of 90 percent of the lectures, seminars, and lab sessions, and achieve a minimum grade point average of 1.0.

Progress Records and Reports


Progress records are permanently maintained by the school. Grades and attendance for each course are posted on the students personal page on the Student Intranet site. Unofcial transcripts of student progress are available by completing a Transcript Request Form. Parents seeking access to this progress must have students sign an authorization to release records and, that being done, may call the college for a verbal check on academic progress. Transcript requests must be in writing from the student. To request a transcript, the student may either complete a Transcript Request Form in the Education Reception Area, on the Student Intranet site, or by sending a letter that includes the students full name, date of birth, program of study, and the students signature. Requests for transcripts will be processed within 14 days of receipt. Transcripts will be available for pick-up at the Education Reception desk unless instructed otherwise by the student. There is a $5.00 charge for each ofcial transcript.

All institutional fees will be refunded to students when unopened materials and equipment are returned to Full Sail University. The date from which the refund is calculated is the last date that the student attended a class. Refunds will be made within thirty (30) days of the date that Full Sail University determines that the student has withdrawn. The original source from which monies are received dictates the entity to which monies are to be refunded. Refunds due to the student that are less than one dollar are not issued unless the student submits a written request. In the event of a students prolonged illness, accident, death in the family, or other circumstances that make completion of the semester impossible or impractical, the school will attempt to make a fair and reasonable settlement. Full Sail University reserves the right to modify these policies in order to remain in compliance with any changes in the applicable laws and regulations.

Interruption of Training
In the event of extenuating circumstances, students may be permitted to interrupt their training temporarily (IOT). Students must discuss eligibility and ramications of an IOT with a Student Advisor. An IOT may be granted for a limited time to students who have maintained satisfactory progress. Those not returning to class at the scheduled end of the IOT are terminated using their last actual day of attendance as the date for processing the termination.

Living Expense Repayment


If a student is provided with living expense funds originating from a student nancial assistance program and the student fails to complete the semester for any reason, the student is required to return the unearned funds. Full Sail will notify the student of the amount owed. If the student fails to satisfy the repayment, he or she will be ineligible for any further federal student nancial aid assistance.

Re-Entry
Students who have been dismissed and wish to return to school must submit a written request for re-entry. They may re-enter only at the discretion of the Director of Student Advising. Students who have been allowed to re-enter may return at their original tuition rate as long as the return is within one year of their dismissal. If more than one year has passed, students re-enter at current tuition. Students receive nancial credit for all previous Full Sail training at the correlated tuition. Any balance of tuition must be paid prior to re-entry. Upon re-entry, students are placed on probation for eight weeks and must maintain satisfactory progress to continue. Once satisfactory progress is achieved, probation is discontinued and they may continue their education as well as re-apply for nancial aid.

Living Expenses
Disbursement of living expense funds due to the student may be withheld or delayed pending receipt of payment for any outstanding account balances owed by the student. Students not actively attending classes may not receive living expense disbursements.

When student withdrawal involves the repayment of Title IV funds, Full Sail University returns these funds based upon a federally recognized payment period. Full Sail Universitys federally recognized payment period is dened as a semester. If a student withdraws on or before completing 60% of the federally recognized payment period (dened above), a portion of the total Title IV funds awarded will be returned. The Return of Title IV Funds calculation may result in a student owing a balance to the federal government and, in some cases, to Full Sail University.

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Policies & Procedure

Policies & Procedures


Repeat of a Course
Students with satisfactory attendance who fail a course for academic reasons are permitted to retake the course. Students must maintain satisfactory progress throughout the second attempt and complete all coursework given. There will be no charge for additional months of classes due to excused absences or poor academic achievement, however, if a student withdraws prior to graduation, all weeks of attendance (even repeats for academic failure) will be counted toward the weeks of attendance for percentage of tuition owed. Students who fail a course due to poor attendance, or who retake a course for a third time, must repay the course tuition. There are some courses in degree programs that a student must complete within two attempts, or that student will be dismissed from the program. This information is provided to the students in the syllabus received on the rst day of those classes.

Student Complaint/Grievance Procedure


Students are encouraged to discuss academic progress, career goals, suggestions, and/or concerns with Full Sail staff members and/or administrators. Appointments with a Student Advisor, the Director of Student Affairs, and/or any other staff member may be scheduled. In the event of a concern, grievance or complaint that is not satisfactorily addressed in a meeting with the appropriate staff/faculty member, a student may acquire a complaint form from a Student Advisor and submit in writing the concern to the Director of Student Affairs. The Director of Student Affairs will review each complaint with all appropriate staff members and provide a written response to the student within 15 days of receiving the grievance. Schools accredited by the Accrediting Commission of Career Schools and Colleges must have a procedure and operational plan for handling student complaints. If a student does not feel that Full Sail has adequately addressed a complaint or concern, the student may consider contacting the Accrediting Commission. All complaints considered by the Commission must be in written form with permission by the complainant(s) for the Commission to forward a copy of the complaint to the school for a response. The complainant(s) will be kept informed as to the status of the complaint as well as the nal resolution by the Commission. Please direct all inquiries to:
Accrediting Commission of Career Schools and Colleges 2101 Wilson Boulevard, Suite 302 Arlington, VA 22201 (703) 247-4212

Students Receiving Veterans Benefits


CREDIT FOR PREVIOUS TRAINING FOR STUDENTS RECEIVING VETERANS BENEFITS Students receiving veterans benets with previous postsecondary education must submit an ofcial transcript to the Transcript Registrar for review. Students receiving veterans benets with extensive work experience may take the test out / nal exam in relevant courses to receive credit for previous training. If credit is given or transfer credit is awarded, the training time within the program may be shortened and the tuition reduced accordingly. SATISFACTORY PROGRESS FOR STUDENTS RECEIVING VETERANS BENEFITS A standard system of percentages is used for measuring progress in each course. Students are given periodic examinations, both written and practical. Those receiving veterans benets are evaluated at the end of each class. In order to maintain satisfactory progress, students must have a 1.0 term GPA at the end of each evaluation period and have a cumulative grade point average at the 25%, mid-point and end of the program that meets the same graduation requirements for all degree program students. Those who do not achieve satisfactory progress at the end of each evaluation are placed on probation for eight weeks. Students who do not achieve satisfactory progress on or before the end of the eight week probation period have their veterans benets terminated and are subject to termination from Full Sail. In this event, students are responsible for payment of any remaining tuition balance. Students must earn 90 percent attendance in each course in order to maintain veterans benets. Those students not achieving 90 percent on the evaluation date are placed on probation for one month of instruction. The VA is notied of unsatisfactory attendance if 90 percent attendance is not attained. Benets are terminated by the VA if satisfactory attendance is not maintained. REPORTING FOR STUDENTS RECEIVING VETERANS BENEFITS Students are responsible for reporting changes in their enrollment status to Full Sails certifying ofcial and to the VA. The law requires that education benets to veterans be discontinued when students cease to maintain satisfactory attendance, progress, or conduct during training. RE-ENTRY FOR STUDENTS RECEIVING VETERANS BENEFITS Students receiving veterans benets who are dismissed for unsatisfactory progress, poor attendance, misconduct or any other reason must seek re-entry through the Student Advisors in the Education Department. These students may be re-admitted into the program at the discretion of the Director of Student Advising. They re-enter under a probationary status and those receiving veterans benets are evaluated one month after re-entry. A term grade point average of at least 1.0, satisfactory attendance and good conduct are required to continue training and, at that point, students are again eligible to apply for veterans benets. Students must maintain satisfactory progress and attendance for the remainder of the program. If satisfactory progress is not maintained, veterans benets are denied and the students are responsible for the balance of the tuition owed.

Termination Policy and Borrowers Agreement


A student may terminate their enrollment agreement by giving written notice to Full Sail University, subject to the terms as outlined in the Institutional Refund Policy section of this catalog. Full Sail University reserves the right to terminate the enrollment agreement in the event of (i) disruptive behavior by a student, (ii) destruction of property by a student, (iii) nonpayment of tuition, (iv) unsatisfactory progress, (v) poor attendance, or (vi) failure to satisfactorily complete all required courses prior to attempting 150% of the credit hours required to complete the semester. A students dissatisfaction with or nonreceipt of educational services offered by Full Sail University does not excuse the student from repayment of any private loan, grant, federal loan, or other loan whatsoever made to the student for enrollment and completion of training at Full Sail University.

Satisfactory Progress
Satisfactory progress is evaluated at the end of each course and at 24 credit hours/32 weeks (which represents the end of the rst academic year). Students are graded by periodic examinations, both written and practical, using a standard system of percentages to gauge progress. To successfully complete each course, in an undergraduate program, a student must attain a grade of D or better, and attend a minimum of 90 percent of the lectures and labs. To successfully complete each course in a graduate program, a student must attain a grade of C or better, and attend a minimum of 90 percent of the lectures and labs. To maintain satisfactory progress in an undergraduate program, students must attain a minimum cumulative grade point average of 1.0 at the end of the rst 25 percent of their program, a 1.5 cumulative grade point average by the mid-point of their program and a 2.0 cumulative grade point average by graduation. To maintain satisfactory progress in a graduate program, students must attain a minimum cumulative grade point average of 2.0 at the end of the rst 25 percent of their program, a 2.5 cumulative grade point average by the mid-point of their program and a 3.0 cumulative grade point average by graduation. Students who fail to meet these standards are placed on probation. This probation is usually for a 90-day period. Those who fail to achieve satisfactory progress after the probationary period may be terminated. This is left to the discretion of the Director of Student Advising. Mitigating circumstances are taken into consideration. Students are required to follow a predetermined program of study; the school does not offer noncredit remedial courses or a grade of incomplete for a course in an undergraduate degree program. The exception to this is the Game Development Bachelor of Science Degree Program where students may be required to complete a noncredit math and pre-programming preparation course prior to beginning the core course requirements in the Degree Program curriculum. Students will be scheduled for this course based upon results of the math assessment skills test taken before the rst day of class.

Clock Hour-to-Credit Hour Conversion


The expression of a clock hour-to-credit hour conversion formula is for convenience and information only. One clock hour is dened as a period of one hour comprising no less than 50 minutes of class time with a 10 minute break. The conversion of clock hours to credit hours is calculated on a semester credit hour basis which varies according to the content of the course. One semester credit hour is equivalent to any of the following:
a) 15 clock hours of lecture time, b) 30 clock hours of supervised laboratory instruction plus the appropriate outside preparation, c) 30 clock hours of independent study with measured achieved competency relative to the required subject objectives, or d) not fewer than 45 hours of internship or the equivalent.

A copy of the Commissions Complaint Form is available at the school and may be obtained by contacting Debbie Mills, Director of Student Affairs.

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Licenses & Accreditatio

Licenses & Accreditation


Full Sail University is licensed by the Commission for Independent Education, Florida Department of Education. Additional information regarding this institution may be obtained by contacting the Commission at 325 West Gaines Street, Suite 1414, Tallahassee, FL 32399-0400, toll-free telephone number (888) 224-6684. Full Sail University is licensed to offer Associate of Science, Bachelor of Science, Master of Science, Master of Fine Arts Degrees, and graduate certicates by the Commission for Independent Education. Full Sail is accredited by the Accrediting Commission of Career Schools and Colleges(ACCSC), [School # 055214]. The ACCSC is listed by the U.S. Department of Education as a nationally recognized accrediting agency under the provisions of Title 34, Chapter VI, Part 602 of the U.S. Code of Federal Regulations. Full Sail offers the following campus and online degrees and certicates: Master of Science Degrees
Education Media Design & Technology Entertainment Business Game Design Innovation & Entrepreneurship Internet Marketing

Memberships/Affiliations
Graduate Certicates
Education Media Design & Technology Internet Marketing
Accrediting Commission of Career Schools and Colleges Association for Computing Machinery Association of Private Sector Colleges and Universities ACM SIGGRAPH Advanced Educational Research Association American Institute of Graphic Arts Alias Global User Association American Academy of Advertising American Bar Association American Counseling Association American Library Association American Management Association American Marketing Association American Society for Group Workers Apple Distinquished Educators Apple University Executive Forum Attention Decit Disorder Association Audio Engineering Society Autodesk User Group Autodesk Education Better Business Bureau Central Florida Teachers of English to Speakers of Other Languages Commission for Independent Education Educational Theater Association Educause Entertainment Arts and Sports Law Florida Bar Enzian Theater Advisory Board Federal Bar Association Florida Association of Postsecondary Schools and Colleges Florida Bar Association Florida Film Group Florida Institute for Film Education Florida Motion Picture and Television Association Game Developers Conference Hewlett-Packard Artist and Animators of the Future Advisory Council iLL Clan Institute for Electrical and Electronics Engineers Instructional Technology Council Independent Game Developers Association International Advertising Association Maitland Art Center Modern Language Association Music and Entertainment Industry Educators Association National Academy of Television Arts and Sciences National Association of Broadcasters National Association of Latino Independent Producers National Association of Women Business Owners National Association of Recording Merchandisers National Council for Teachers of English National Systems Contractors Association New Media Consortium North American Council of Online Learning Orlando Advertising Federation Orlando Chamber of Commerce Orlando Museum of Art Orlando Science Center Otronicon Professional Educators Network of Florida Professional Photoshop User Group Project Management Institute Project Zero with Harvard University State Educational Technology Directors Association Search Engine Marketing Professional Organization Society of Motion Picture and Television Engineers Society of Professional Audio Recording Studios Teachers of English to Speakers of Other Languages The National Academy of Recording Arts and Sciences Winter Park Chamber of Commerce Winter Park Hospital Women in Film and Television

Governing Body
Full Sail University is a ctitious name registered by Full Sail, LLC., organized and chartered under the laws of the State of Florida. The address of the governing body is the same as that of the school.

Certicate Program
English as a Second Language

Co-Chairmen/CEOs
Ed Haddock Bill Heavener Jon Phelps

Full Sail qualies as an eligible institution under Title IV of the United States Department of Education, Higher Education Act of 1965, as amended. Financial aid is available for students who qualify. Full Sail is approved for veterans training by the Bureau of State Approving for Veterans Training, Florida Department of Veterans Affairs. Full Sail is authorized under federal law to enroll non-immigrant, alien students. Full Sail University is registered as a Private Institution with the Minnesota Ofce of Higher Education pursuant to sections 136A.61 to 136A.71. Registration is not an endorsement of the institution. Credits earned at the institution may not transfer to all other institutions.

Full Sail University Administration


Co-Chairmen/CEOs
Ed Haddock Bill Heavener Jon Phelps

Administration
Garry Jones Ken Goldstone Isis Jones Debbie Magruder Geoff Rogers Christopher Marconi Stella Posada Mary Beth Plank-Mezo Matthew Pengra Tammy Elliott Andrew Solberg Mark Gilbert Sharon Grifth Craig Daily Luis Garcia President Chief Operating Ofcer Chief Information Ofcer Chief Financial Ofcer Executive Vice President Executive Vice President Senior Vice President, Image, Design & Development Vice President, Admissions Vice President, Admissions Vice President, Career Development Vice President, Marketing Vice President, Information & Media Technology Vice President, Financial Aid Vice President & Creative Director Vice President, Full Sail Online

Notice of Availability of Annual Security Report


A copy of Full Sails Annual Security Report is available to prospective students upon request. This report includes statistics for the previous three years concerning reported crimes that occurred on-campus; in certain off-campus buildings or property owned or controlled by Full Sail; and on public property within, or immediately adjacent to and accessible from, the campus. The report also includes institutional policies concerning campus security and other matters. You can obtain a copy of this report by contacting your Admissions Representative.

Master of Arts Degrees


New Media Journalism Public Relations

Master of Fine Arts Degrees


Creative Writing Media Design

Bachelor of Fine Arts Degree


Creative Writing for Entertainment

Bachelor of Science Degrees


Computer Animation Digital Arts & Design Digital Cinematography Entertainment Business Film Game Art Game Design Game Development Graphic Design Internet Marketing Media Communications Mobile Development Music Business Music Production Recording Arts Show Production Sports Marketing & Media Web Design & Development

Education Directors
Dave Franko Nell Thompson Erik Noteboom Jennifer Hill Pat Bishop Debbie Mills Jon Craig Vice President, Academic Affairs Vice President, Academic Innovation Vice President, Education Operations Director of Education Compliance Director of Graduate Studies Director of Student Affairs Director of Academic Success

Associate of Science Degrees


Graphic Design Recording Engineering

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Statement of Nondiscrimination Policies Full Sail does not discriminate on the basis of race, color, national origin, sex, disability, age, sexual orientation, or marital status in its programs and activities. Deborah Mills, Director of Student Affairs, has been designated the schools Section 504, Title IX and ADA Compliance Officer. She is responsible for handling inquiries regarding Section 504 nondiscrimination policies and accommodations and any Title IX and ADA compliance matters. Ms. Mills may be contacted at (407) 551-2024, ext. 8501, 3300 University Boulevard, Winter Park, FL 32792. A description of the disability services, auxiliary aids and the procedures for filing a grievance regarding disability or discrimination issues are available in the Student Handbook. This school is authorized under Federal law to enroll nonimmigrant students.

Produced by Platinum Creative 2012 Full Sail, LLC. All rights reserved.
The terms Full Sail, Full Sail University, Full Sail Real World Education, If youre serious about your dream, well take your dream seriously, You Can Get There From Here, and the Full Sail University Logo are either registered service marks or service marks of Full Sail, LLC. Other product and company names mentioned herein may be the trademarks of their respective owners. The appearance of these marks does not necessarily indicate a formalized sponsorship or affiliation with other such companies.

Masters | Bachelors | Associates Degrees

Full Sail University 3300 University Boulevard Winter Park, FL 32792-7429 Local/International: 407.679.6333 Toll Free: 800.226.7625 Online Programs: 888.993.7338 fullsail.edu
Accredited University, ACCSC. Financial aid available for those who qualify. Career development assistance. To view detailed information regarding tuition, student outcomes, and related statistics, please visit fullsail.edu/outcomes-and-statistics.

09/2012

The Full Sail Catalog is printed on paper that contains ber from forests that are carefully managed, independently certied and adhere to strict environmental standards. The cover is printed on paper that contains 10% post consumer recycled ber.

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