2026-2027 Academic Catalog 
    
    Mar 20, 2026  
2026-2027 Academic Catalog

IMED 3500 - Special Topics in Interactive Media


This course addresses current or timely topics in Interactive Media. Topics can vary from semester to semester.

 

FALL 2026 SPECIAL TOPICS:

SECTION 01 DRAGONS: ART & LORE, FROM ASIA TO THE WESTERN WORLD
Dragons have appeared in numerous fantasy stories from The Hobbit to Game of Thrones.  This course focuses on the historical and cultural representation of Dragons in the visual arts and folklore.   Coursework emphasizes the development of both illustration and writing based on common elements found in these legends.  

SECTION 02  2D CHARACTER DESIGN
This course will focus on the elements involved for successful 2-D character design ranging from concept to final project. These elements include, but are not limited to, research, conceptualization, synthesis and refinement. The student will develop a body of work consistent with her/his/their interests, while at the same time learning about industry methods, practices and standards. A portfolio review of student work will be required at mid-term and during the final week of regular classes.

SECTION 03 STORYBOARDING ANIMATION
This course covers the design process of storyboarding which encompasses the fundamentals in the pre-production phase of any digital video, multimedia, or computer gaming project. During the first phase, students will learn the value of project management, presentation skills, and effective communication. Second phase lessons include the technical aspects of planning scenes with consideration given to scene set up, stage mapping, virtual or physical camera angles, and object and character movement. Emphasis will be placed on visually translating written descriptions and rendering genre and tone through effective visual blocking. Production techniques include the use of traditional drawing materials to formulate sketches, text description boards, and prototype digital renderings.

SECTION 04 TEXTURING
Using a combination of 2D and 3D graphics applications, students will learn to create textures that are mapped onto real-time 3D models. A variety of visual styles as well as procedural texturing will be covered.

SECTION 05 PROCEDURAL MODELING
Procedural Modeling will provide in-depth study of methodologies utilized within all 3D-related industries related to procedural and non-destructive model design. Procedural systems on both a macro and micro level will be covered, while maintaining a wider perspective of non-destructive modeling capabilities. This course will strengthen practical knowledge in 3D modeling, providing a greater understanding of the relationship between traditional 3D modeling principles and more contemporary procedural techniques.

SECTION 07 RIGGING FOR ANIMATION
This course covers the techniques involved in preparing 3D models for the animation process. Students will design efficient and intuitive rig systems using popular industry tools such as bones, joints, control objects, and constraints. Furthermore, the process of skinning and application interoperability will be explored.

SECTION 08 MUSIC COMPOSITION FOR GAMES
The course explores advanced game music production concepts and techniques. Topics cover scoring, arranging, and orchestration. Adaptive and non-linear audio concepts are introduced in the context of gameplay, as well as subjects such as looping, branching, and randomization, transition matrices, algorithmic operations, and creating multi-layered stems. Concepts are introduced and explored through applied creative projects. Historical context is given within the development of game music.

SECTION 09 LITERARY DEVELOPMENT OF VIRTUAL WORLDS
This course looks at traditional storytelling and literary development. Students will then apply classical techniques to the development of virtual worlds, both through non-linear narrative and 3D deployment of literary creations.

SECTION 10 INTRO TO UNREAL ENGINE
This course serves as an introduction to the Unreal game engine. Through both lectures and hands-on lab lessons, students will develop the necessary skills to leverage Unreal Engine 5 and its unique features in the creation of their own games.

SECTION 11 VISUAL EFFECTS
In this course students will learn to create real-time visual effects, using effects tools within a commercial game engine. Topics covered include development of different styles of effects, particles, texture and material creation, and timing.

SECTION 12 CUSTOM CHARACTER DESIGN FOR GAMES,TOYS, AND FIGURES
Have you ever wanted to design your own collectible toy or figure? This course introduces students to the design process for crafting original characters intended for a variety of media including games, toys, and figures. We will work extensively on the concept and character design process, considering shape language, intentional proportions, and stylization, as well as digital modeling/sculpting and preparation work for physical realization such as 3D printing or third-party production. As we work from initial idea to final product, we will cover topics including artistry, storytelling through character, the cultural impact, influence and historic timeline of figural representations, transmedia development considerations, and marketing design.

May be repeatable for credit.

Anticipated Terms Offered: varies