Parents

UAT ACCREDITATION

AND RECOGNITION


Homeland Security National Security Agency Central Security Service
Center of Academic Excellence in
Information Assurance Education
The Princeton Review


APPLY NOW!

Our Acceptance Office will notify
you of your acceptance status in
a timely manner after receiving
your completed application.

Apply Now

BACHELOR OF ARTS COURSE LIST

university core curriculum
While enrolled in game degrees at UAT, students experience a dual curricular approach. The first element is a carefully crafted set of classes that are designed to rigorously prepared students for the game industry. The programs themselves move from entry level work, through generalist work, to specialist work and beyond. Programs are designed to solidly equip students with the skills needed to get a job in the industry. The second element is a required studio experience that accompanies the curriculum and fully simulates a game development studio to get students working to produce complete, original games before they graduate. The studio experience links deeply to the classes students take and creates an integrated experience that provides a real path to mastering the skills needed to succeed in the industry today.
Tellus, Student Team Game Project Rover Damage model, Josh Hemmy Vella 7, Student Team Game Project Concept Art, Gregory Wright Merchant, Student Team Game Project Concept Art, Tony Nguyen Delirium, Student Team Game Project

UAT GAME PROGRAMS AND THE GAME STUDIO EXPERIENCE

SAMPLE ASSIGNMENTS FOR GAME ART STUDENTS

Project 5 – Animated Particles, Material FX and Blending 3D Animation Sets - Create a complete set of particle animations based on the theme and concept materials for your Complete...
Final Project – Zero Bugs Milestone & Team Game Project - Debug, test and polish a complete game texture package based on the theme and concept materials for your Complete Game Texture Set...


Conceptual - Foundational Courses

Complete 12 credits minimum, including GAM110

ART111 - Communicating with Color & 2D Design
Credits: 3.00
Prerequisite(s): None
This course combines the application of color theory and introductory design principles. The function of traditional design principles incorporating color perception and color psychology give students a strong understanding of basic visual communication elements. Digital and traditional methods in design, color issues, and media manipulation are covered, along with designing for an ethnically diverse international audience.
ART121 - Beginning Drawing I
Credits: 3.00
Prerequisite(s): none
Is drawing a gift that has to come naturally? It is actually a skill like any other. This course will demonstrate how easily it can be learned. Drawing is as much about learning how to see and think about form and space as it is about technique. The drawing part itself is just marks on paper. Those marks come together to tell the viewer something about the world that the artist experienced. Drawing also gives one a deeper understanding of the subject being captured. As students progress through the exercises in this class, they will develop a better understanding of the forms being observed and become more skillful in representing them. Improving drawing skills on paper can improve digital drawing skills. ART121 is an introduction to basic drawing concepts and provides a basic foundation in drawing. The course emphasis will be on traditional compositional theory, drawing principles, fundamentals of observing and describing form. Students will gain a strong understanding of tonal and dimensional perspective.
GAM110 - Introduction to Game Art
Credits: 3.00
Prerequisite(s): ART111
This course introduces the student to industry-standard game art for video games. Students will recognize, differentiate and analyze game art for 2D and 3D video games art and design. Topics include video game art and design history. Video game art assets concepts are illustrated using 2D Art assets made in Adobe Photoshop. Students learn to create art assets that are used in a 2D and 3D final game project. Areas of emphasis include 2D and 3D video game art and design history, as well as 2D and 3D video game animation loops, and the techniques used for game art like box modeling, UV mapping, 0-to-1 texturing, color map, bump map, normal map, specular map, Alpha channels, decals, sprites, backgrounds and foregrounds, layer and palletize, fonts and color theory.
MTM101 - Digital Imaging
Credits: 3.00
Prerequisite(s): none
This course is an overview of the primary industry software tool (Adobe Photoshop) used in the creation of 2D computer graphics. Students will learn the commands and interfaces of industry-standard raster graphics software applications in order to create and manipulate 2D images.

Skills Development Courses

Complete 12 credits minimum

ART231 - Intermediate Drawing
Credits: 3.00
Prerequisite(s): ART121
Life doesn’t stand still, and neither should art. This course further explores the drawing techniques established in Beginning Drawing. Students will concentrate on increasing drawing skills with respect to lighting, texture and spatial interpretation, and infusing the "smoking gun" aspect of lifelike action in compositions. Students will learn how to use color in drawing and to make images come to life. Individual drawing assignments and the development of a final portfolio and sketchbook will be emphasized. The Wacom Tablet will be introduced in the latter part of this course.
ART234 - Storyboarding
Credits: 3.00
Prerequisite(s): ART121
This course unveils the art of visual storytelling. Storyboarding is an important skill for beginning directors to develop to pre-visualize shots and sets. It is also a critical skill in creating animation sequences and is important to the multimedia developer in planning the needs of a project. Students apply storyboarding techniques to scripts by accurately showing camera angles, placement of the actors, etc. Emphasis is placed on accuracy and presentation.
ART236 - Basic Character Figure Drawing
Credits: 3.00
Prerequisite(s): ART121
Recommended: BIO210
This course explores a full range of techniques and artistic viewpoints to animate drawings. Emphasis will be on learning to sketch the human and animal forms in both stick and geometric figures studies. Students will learn the skeletal and muscular make up of the figures. Studies in the form of homework assignments will be required as well as in class work. Long and short poses will be interspersed with exercises specifically designed to allow artists to heighten perceptions. Students will practice using the formulas for making character sketches more realistic by understanding the volumetric description and underlying structure of the human form. This course provides the most thorough experience drawing from live models.

Recommended for Game Artists

ART233 - Concept Art
Credits: 3.00
Prerequisite(s): ART111, ART121
Students will learn to sketch, prototype and design functional creations before committing to their actual development. Concept art is a critical skill in increasing the quality and speed of production. Students will learn to craft, present and refine humanoid, animal, biological and environmental concept art that becomes the foundation for future assets.
DVA231 - 3D Modeling: Maya
Credits: 3.00
Prerequisite(s): MTM101
This class will explore modeling with polygons, patches, NURBS and subdivision surfaces, and will discuss when each is appropriate. Students will study organic and hard surface modeling. Topics will also include a review of the history of 3D computer graphics, an overview of the current state of the 3D industry, an introduction to the current technology being used and a survey of the skills needed to work in today’s industry. This course is an introduction to Maya Unlimited. Students will model using polygons, subdivision surfaces, patches and NURBS. Areas of emphasis include sculpting tools, extruding, Boolean, lofting, revolving and deformers. Students will complete exercises that build toward a final project. This class will also introduce basic lighting, texturing, rendering and animation techniques.
DVA243 - 3D Modeling: 3ds Max
Credits: 3.00
Prerequisite(s): MTM101
This class will explore modeling with polygons, patches, NURBS and subdivision surfaces, and will discuss when each is appropriate. Students will study organic and hard surface modeling. Topics will also include a review of the history of 3D computer graphics, an overview of the current state of the 3D industry, an introduction to the current technology being used and a survey of the skills needed to work in today's industry. Students will model using polygons, subdivision surfaces, patches and NURBS. Areas of emphasis include sculpting tools, extruding, Boolean, lofting, revolving and deformers. Students will complete exercises that build toward a final project. This class will also introduce basic lighting, texturing, rendering and animation techniques.

Recommended for Game Artists

DVA210 - 2D Animation
Credits: 3.00
Prerequisite(s): ART121, MTM101
This course introduces students to traditional and digital 2D animation. Students will learn how to create animated sequences and cycles with smooth in-betweens and strong posing. Topics include animation principles such as squash and stretch, anticipation, follow through, exaggeration and timing. Students will create a short animated production.
DVA231 - 3D Modeling: Maya
Credits: 3.00
Prerequisite(s): MTM101
This class will explore modeling with polygons, patches, NURBS and subdivision surfaces, and will discuss when each is appropriate. Students will study organic and hard surface modeling. Topics will also include a review of the history of 3D computer graphics, an overview of the current state of the 3D industry, an introduction to the current technology being used and a survey of the skills needed to work in today’s industry. This course is an introduction to Maya Unlimited. Students will model using polygons, subdivision surfaces, patches and NURBS. Areas of emphasis include sculpting tools, extruding, Boolean, lofting, revolving and deformers. Students will complete exercises that build toward a final project. This class will also introduce basic lighting, texturing, rendering and animation techniques.
DVA232 - 3D Animation: Maya
Credits: 3.00
Prerequisite(s): DVA210, DVA231
Recommended: DVA130, THE230
This course introduces the student to industry-standard 3D techniques used to animate objects and characters. Students will learn fundamental character animation principles. Topics include key frame animation, motion blending, motion capture, interpolation, storytelling and basic cinematography. Concepts are illustrated using animated footage. Students animate 3D objects and characters for exercises that build toward a final project. Areas of emphasis include inverse kinematics, constraints, deformers, custom attributes and lip sync. Students will also explore expressions, particle systems and dynamics.
DVA233 - 3D Materials: Maya
Credits: 3.00
Prerequisite(s): DVA231
This course is an introduction to the fine art of creating materials and textures for the 3D environment. Areas of emphasis include shading models, 2D bitmap and 3D procedural texture types, solid and surface mapping types, and techniques for creating both stylized and realistic textures. This course gives students hands-on experience in creating materials and textures for the 3D environment, applying those materials to objects, and rendering them. Students will focus on creating textures from scratch, using photo manipulation techniques as well as procedural texturing methods. Individual and team-oriented projects will be applied
DVA355 - Character Rigging
Credits: 3.00
Prerequisite(s): DVA232, DVA244
So you want to be a Technical Director? Then this class is a must! Students will learn the importance of good planning and problem solving as they relate to character design for 3D animators. There will be an emphasis on interface customization throughout the class. Course topics will cover character setup, inverse kinematics, joints and bones, deformers, set driven keys and character texturing. Students will create a fully functional character rig that is ready for animation.
DVA373 - Character Animation
Credits: 3.00
Prerequisite(s): DVA355
Recommended: ART234, ART355, DVA321, DVA325
Bring life to a lifeless 3D model by applying character animation principles. Students will learn how to show weight, personality and thought processes in their characters. This course will focus on timing, storytelling and the creation of short animated sequences.

Synthesis Courses

Complete 12 credits minimum

ART341 - Expressive Facial Drawing
Credits: 3.00
Prerequisite(s): ART121, ART236
ART341 is an introductory exploration of the human face as a visual display of emotions. The ability to consistently achieve remarkable likeness in portrait drawing is a skill that can be learned. The course will focus on the overall shape and proportion of the head and will extend to knowing the underlying anatomy of bone and muscles. Anatomy plays a crucial role in conveying emotions. By combining this knowledge with the understanding of the different facial muscle actions, students will learn to capture the essence of emotion in facial expressions.
ART342 - Digital Painting
Credits: 3.00
Prerequisite(s): ART111, ART231, MTM101
This class explores the realms of digital artistic expression using the Wacom Tablet and programs such as Corel Painter X, Photo Shop and Illustrator. Students will study the traditional works of the masters and re-create them through entirely digital means. Knowledge of digital photography will be extremely helpful and necessary. Once students replicate the masters' works, they will then be free to create original designs.
ART355 - Character Design
Credits: 3.00
Prerequisite(s): ART236
Recommended: BIO210
This course will take students through a complete character design, starting with conceptual sketches and concluding with multiple representations of their artistic creation. Topics covered include drafting a backstory and personality history, determining proportions, relative size, range of motion and creating a turnaround (front, back and 3/4 view) and action poses. Students will be expected to work in both traditional and digital media.
ART356 - Environmental Design
Credits: 3.00
Prerequisite(s): ART111, ART231, ART236
Environmental design requires combining theories of architecture, landscape design and the cinematographer’s eye to create environments with dramatic lighting, mood-setting characterizations, compound perspectives and a mix of functionality and aesthetics. By applying principles of design and flow to existing knowledge of tools and techniques, students will create immersive and interactive environments that aren’t merely background noise, but a part of the complete experience.
GAM410 - Game Texturing
Credits: 3.00
Prerequisite(s): DVA256, GAM110
This course gives students hands-on experience in creating materials and textures for the 3D video games, applying those materials to objects and characters. Students will focus on creating textures from scratch, using photo manipulation techniques as well as Photoshop procedural texturing methods, then applying them using proper UV video game setup. Individual and teamoriented projects will be applied.
GAM443 - Advanced Game Modeling
Credits: 3.00
Prerequisite(s): ART4236, GAM110, DVA250
Recommended: ART355
Students will further their knowledge of low polygon modeling, subdivision surface and patch modeling techniques and will apply these toward the completion of a large and complex model sets for a specific game genre such as Halo 3 or NBA Street. In addition to building human characters, the student will create models such as robots, weapons and vehicles. UVW Unwrap, Pelt mapping and Normal mapping, will be discussed in relation to the modeling techniques demonstrated in this course. Modifiers and plug-in usage to increase productivity and enhance the development process will be explored.
GAM445 - Advanced Game Animation
Credits: 3.00
Prerequisite(s): GAM110, ART236, DVA255
Recommended: ART355
Students will refine the process of character rigging and animation techniques needed for current game animation trends. The utilization of motion capture files and game engine import/export strategies will be addressed. The development of common and custom animations for games and characters will be emphasized. The use of motion capture and motion capture data will also be explored in this course.

General Education Requirements: BACHELOR'S DEGREE

36 total general education credit hours are required.

A minimum 15 credit hours of Humanities, including the required classes:

COM226 - Communication in Technology
Credits: 3.00
Prerequisite(s): none
Through the exploration of technology concepts, students will introduce, demonstrate, inform and/or persuade the audience. Effective use of voice, nonverbal skills and visuals will be applied to topics such as robotics, virtual reality, internet speech and privacy, and/or technology ethics. Presentations will be followed by student-led discussions and brainstorming sessions about each technology topic. The art of seeing pros and cons pertaining to controversial concepts will be explored through group discussions. And, students will have the opportunity to create a resume and be formally interviewed for a technology position.
ENG101 - Composition I
Credits: 3.00
Prerequisite(s): ENG055 or equivalent
This course is designed to present effective techniques in organizing, developing and revising academic essays that reflect collegiate-level critical and logical thinking skills. Students will write a minimum of four essays, directed toward audiences with specific rhetorical situations, that stress descriptive, analytical, evaluative and persuasive/ argumentative writing. Students will also develop their critical reading skills: analyzing, evaluating and critiquing the claims and evidence used by various authors.
ENG102 - Composition II
Credits: 3.00
(GE, Humanities)
Prerequisite(s): ENG101
ENG102 is designed to introduce students to the essential language, theories and strategies of argumentation and research. The purpose of the course is to provide students with the tools necessary to develop arguments for specific audiences within specific rhetorical situations. Students will also develop their critical reading skills: analyzing, evaluating and critiquing the claims and evidence used by various authors. Finally, students will learn proper research skills and write an in-depth research essay/project.

A Minimum 9 credit hours of Social Sciences, including the required class:

PSY150 - Psychology of Thinking
Credits: 3.00
Prerequisite(s): none
PSY150 will examine the writings of Pythagoras, the father of formal mathematical thinking; Aristotle’s major works, including his 100-plus tests for the truth of any proposition; and other major thinkers from the classical period to modern times, including Francis Bacon, Galileo and other progenitors
of the natural and behavioral sciences. The course will close with a survey of living thinkers, including “system thinkers” and a study of the major books by Edward de Bono.

Mathematics:

  • Minimum 3 credit hours for Bachelor of Arts
  • Minimum 6 credit hours with 3 credit hours at 200-level or higher for Bachelor of Science

Natural and Life Sciences:

  • Minimum 3 credit hours for Bachelor of Arts
  • Minimum 6 credit hours for Bachelor of Science.

Advanced exposure requirement:

  • Minimum of 12 credit hours at a 300/400 level.
  • These credits require another general education course as a prerequisite, and represent a topical extension of prior general education studies


BACHELOR OF ARTS DEGREE REQUIREMENTS

Minimum General Education Credits
Minimum Bachelor's Core plus Degree-Specific/Elective Credits
Minimum Total Semester Credits
36
84
120


Within 120 minimum credit hours, the following requirements also apply:
  • Minimum Degree-Specific Credits: 36
  • Minimum Total 300/400 Level Credits: 40
  • Minimum Art Credits: 12
Fast Facts Request Info Schedule a Tour Get Catalog