3D Digital Design Bachelor of Fine Arts Degree
3D Digital Design
Bachelor of Fine Arts Degree
- RIT /
- Rochester Institute of Technology /
- Academics /
- 3D Digital Design BFA
RIT’s 3D digital design degree will combine your passion for digital design with the skills needed to create virtual elements for game design, virtual reality, medical and scientific simulations, and more.
Overview for 3D Digital Design BFA
Why Study 3D Digital Design at RIT
Industry Networking: Take part in Creative Industry Day, which allows you to connect with professionals in your field of study.
Accelerated Degree Option: A combined Bachelor’s/Master’s degree program will give you a competitive advantage in your field.
Alumni Relationships: Alumni work in top companies around the world, applying the skills they’ve learned to design solutions for all kinds of problems.
Two Options to Choose from: choose from options in game arts or 3D visualization.
STEM-OPT Visa Eligible: The STEM Optional Practical Training (OPT) program allows full-time, on-campus international students on an F-1 student visa to stay and work in the U.S. for up to three years after graduation.
3D digital designers use their passion to create virtual elements featured in everything from games and movies to visualizations and augmented reality. On your first day in the program, you begin learning and using the same software that professionals use in related fields. Our multidisciplinary approach provides ample opportunity to collaborate with engineers, musicians, scientists, animators, and medical professionals and put your 3D design abilities to use while you are at RIT, and be prepared for the real-world when you graduate.
RIT’s 3D Digital Design Degree
From day one of our 3D digital design degree, you’ll begin learning the design software professionals use for real-world digital design. You will also have the opportunity to collaborate with engineers, musicians, scientists, animators, and medical professionals, putting your 3D design abilities to use before you even graduate.
Traditional 3d digital arts skills are augmented with principles of time, motion, lighting, rendering, and compositing to create inspiring projects. In addition to the 3D software, students learn:
- Motion and facial capture
- Projection mapping
- 3D printing
Enhance Your 3D Digital Arts Major
You can choose from two focused degree options:
- The game arts option centers on the creation of visual elements and assets for a wide range of game platforms. This option allows you to pursue creative interests in game arts, from designing virtual elements and lighting to animated characters and backgrounds.
- The 3D visualization option gives you the flexibility to pursue a broad range of applications that use digital design as the platform for 3D content creation. This option emphasizes the creation and simulation of environments and objects for virtual spaces for a growing number of real-world opportunities.
Furthering Your Education in 3D Digital Design
Today’s careers require advanced degrees grounded in real-world experience. RIT’s Combined Accelerated Bachelor’s/Master’s Degrees enable you to earn both a bachelor’s and a master’s degree in as little as five years of study, all while gaining the valuable hands-on experience that comes from co-ops, internships, research, study abroad, and more.
+1 MBA: Students who enroll in a qualifying undergraduate degree have the opportunity to add an MBA to their bachelor’s degree after their first year of study, depending on their program. Learn how the +1 MBA can accelerate your learning and position you for success.
Meet us on campus
Learn about academics, co-op and internships, financial aid, and more.
Apply for Fall 2025
Early Decision I and Early Action deadlines are November 1.
Careers and Experiential Learning
Typical Job Titles
AR/VR Designer | Architectural Modeler | Character Artist/Designer |
CG Artist | Concept Artist | Digital Art Designer |
Digital Asset Designer | Digital Sculptor | Environment Designer |
Forensic Artist | Game Designer | Game Developer |
Level Designer | Lighting Technical Director (TD) | Motion Graphics Artist |
Rigger | Special Effects Artist | Technical Artist |
Texture Artist | User Interface Artist | Visualization Artist |
Industries
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Design
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Animation
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Advertising, PR, and Marketing
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Internet and Software
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Movies, TV, and Music
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Computer Games
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Non-Profit
Cooperative Education and Internships
What’s different about an RIT education? It’s the career experience you gain by completing cooperative education and internships with top companies in every single industry. You’ll earn more than a degree. You’ll gain real-world career experience that sets you apart.
Co-ops and internships take your knowledge and turn it into know-how. Your art and design co-ops will provide hands-on experience that enables you to apply your artistic capabilities in dynamic professional settings while you make valuable connections between classwork and real-world applications.
Students in the digital arts BFA are strongly encouraged to complete a cooperative education or internship experience.
Creative Industry Days
Connect with Design Industry Leaders
RIT’s Office of Career Services and Cooperative Education hosts Creative Industry Days, which connects students majoring in art, design, film and animation, photography, and select computing majors with companies, organizations, creative agencies, design firms, and more. Creative Industry Days are a series of events that allow you to network with company representatives and interview directly for open co-op and full-time employment positions.
Featured Work and Profiles
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Building a Virtual Production Curriculum
Supported by MegaGrant from Epic Games, MAGIC Spell Studios has brought groundbreaking research and filmmaking techniques to RIT.
Read More about Building a Virtual Production Curriculum -
3D Digital Design Reel
A compilation of student work from the last few years.
Read More about 3D Digital Design Reel -
Alumni Spotlight: Marty Pietras '17
As a 3D material artist for Sony, Pietras textures environments for PlayStation titles — including "The Last Of Us Part II."
Read More about Alumni Spotlight: Marty Pietras '17 -
Recent alumna receives industry recognition
Priscilla Nascimento Priscilla Nascimento ’24 (3D digital design) was recognized in the 2024 Rookie Awards, a showcase organized by The Rookies that highlights exemplary work by young creatives as judged by industry...
Read More about Recent alumna receives industry recognition -
100 Hour Project - Into the Wormhole
RIT's 3D digital design program went into the wormhole with 12 teams of students designing their own corner of spacetime. The project was for the program's 100 Hour Project, an annual community...
Read More about 100 Hour Project - Into the Wormhole -
From Intern to Impact: Alumna's Journey Fuels Growth at Technology Startup
Alumna Stephanie Chan's internship at Walt Disney helps her land a job at DreamView, a startup specializing in augmented reality media for global brands.
Read More about From Intern to Impact: Alumna's Journey Fuels Growth at Technology Startup
Curriculum for 2024-2025 for 3D Digital Design BFA
Current Students: See Curriculum Requirements
3D Digital Design (game arts option), BFA degree, typical course sequence
Course | Sem. Cr. Hrs. | |
---|---|---|
First Year | ||
ARTH-1## | Any 100-level ARTH course (General Education – Artistic Perspective) |
3 |
ARTH-1## | Any 100-level ARTH course (General Education – Global Perspective) |
3 |
DDDD-101 | Introduction to Modeling and Motion This course is an introduction to the representation of form and motion in three-dimensional software. The course focuses on the development of visual and verbal vocabulary as a means of exploring, developing, and understanding composition and motion with digital geometry and in virtual spaces. Topics include the basics of lines, planes, contour, transforming lines into form, composing images with a software camera, interaction of light and surface, perspective, resolution of geometry, and rendering. Perception and visual thinking are emphasized in the development of projects. Projects will include modeling organic and inorganic forms, composition, level of detail, creation of spaces and motion. Structured assignments develop skills in concept generation, basic form making, techniques for creating motion, and craftsmanship. Emphasis is placed on workflow, teamwork, and the technical and aesthetic aspects of each project. Lecture 2, Studio 2 (Fall). |
3 |
DDDD-102 | Introduction to Visual Design This course is an introduction to the development of surface materials in three- dimensional software, using the basic concepts covered in Intro to Modeling and Motion. Principles of additive and subtractive color are developed as they relate to the interpretation of physical phenomena within a virtual world. The vocabulary expands to include the interaction of light and surface attributes including: color, relief, specularity, transparency, and more. Projects focus on using color, value and texture to enhance the representation of form and space. The basics of node based materials design is introduced. Additional techniques for UV layout are introduced. Concepts are introduced through lectures, discussions, demonstrations, research, assigned projects, and critiques. Assignments develop skills in surface design, lighting and rendering. (Prerequisites: This class is restricted to students who have completed DDDD-101 with a C or better or equivalent course.) Lecture 2, Studio 2 (Spring). |
3 |
DDDD-103 | Imaging for 3D This course provides experience in generating images, both still and moving, for use with the three-dimensional software environment. Students learn techniques for drawing perspective and orthographic views as well as cabinet drawings, oblique drawings, and other techniques. Students learn to create curves to import for model creation, to capture images photographically to use as textures, to create wrapping textures, to compile multiple frames into a movie, to merge segments together into a single movie, to record and incorporate audio elements, and to export results to the web and other media. Students learn to use a green screen to add live elements to their work. (Prerequisite: DDDD-101 or equivalent course.) Lecture 2, Studio 2 (Spring). |
3 |
FDTN-121 | 2D Design I This course is an introduction to the basic elements and principles of two-dimensional design and is foundational to the College of Art and Design curriculum. The focus of this course is the development of visual and verbal vocabularies as a means of exploring and understanding two-dimensional design. Students will engage with a wide variety of media, tools, and techniques to develop skills while delving into the theoretical and experimentational processes of contemporary art and design. The exploration of historical and cultural themes and concepts intertwined with aspects of personal interpretation and experience will be included in the curriculum. **Fee: A materials fee is required for this course, and an additional course fee applied via student account** Studio 6 (Fall or Spring). |
3 |
FDTN-131 | 3D Design I This course presents a progressive study in terminology, visual principles, exploration, concept generation, process, and techniques of three-dimensional design and is foundational to the College of Art and Design curriculum. Using hands-on problem solving, student will develop an informed understanding of the three-dimensional form and space with an emphasis on the elements and principles of visual design and their function as the building blocks and guidelines for ordering a three-dimensional composition. A heightened awareness of form and space will be developed through lecture, assigned projects, and critiques. Students will also develop a personal awareness of problem seeking and solving, experimentation and critical analysis. **Fee: A materials fee is required for this course, and an additional course fee applied via student account** Studio 6 (Fall or Spring). |
3 |
GAMA-101 | Game Arts Seminar The Game Arts Seminar course is a required courses for students in the 3D Digital Graphics program entering into the Game Arts option. This seminar will introduce students to the evolution of game development mechanics and their relationship to aesthetics of games. Students will learn to use key terminologies, theories, and principles for the critique and analysis of games. By the end of the course students will be comfortable discussing games from the perspectives of a developer, player, and from an academic vantage point. Seminar 1 (Fa/sp/su). |
1 |
YOPS-10 | RIT 365: RIT Connections RIT 365 students participate in experiential learning opportunities designed to launch them into their career at RIT, support them in making multiple and varied connections across the university, and immerse them in processes of competency development. Students will plan for and reflect on their first-year experiences, receive feedback, and develop a personal plan for future action in order to develop foundational self-awareness and recognize broad-based professional competencies. (This class is restricted to incoming 1st year or global campus students.) Lecture 1 (Fall, Spring). |
0 |
General Education – First-Year Writing (WI) |
3 | |
Choose one of the following: | 3 |
|
FDTN-111 | Drawing I This course is an introduction to the visualization of form, thought, and expression through the drawing process and is the first of two sequential courses that are the foundation of the drawing curriculum in the College of Art and Design. Concepts are introduced by lectures, discussions, and demonstrations which are designed to provide a broad introductory experience. Students will experiment with a wide variety of media, tools, techniques and subjects to develop drawing and problem-solving skills related to form and composition. The focus of the course is to provide awareness of the full range of ways in which drawing is used as a tool for both self-expression and communication. **Fee: A materials fee is required for this course, and an additional course fee applied via student account** Studio 6 (Fall or Spring). |
|
FDTN-141 | 4D Design 4D Design introduces students to the basic concepts of art and design in time and space. The course explores elements of moving images such as continuity, still and moving image editing, transitions and syntax, sound and image relations, and principles of movement. Computers, video, photo, sound and lighting equipment are used to create short-form time-based work relevant to students in all majors and programs required to take this course. The course addresses the both historical conventions of time in art and recent technological advances, which are redefining the fields of Fine Art and Design. In focusing on the relations between students' spacing and timing skills, 4D Design extends and supplements the other Foundation courses, and prepares students for further work with time-based media. (Undergraduate Art and Design) Lab 5 (Fall, Spring). |
|
Choose one of the following: | 3 |
|
General Education – Natural Science Inquiry Perspective |
||
General Education – Scientific Principles Perspective |
||
General Education – Mathematical Perspective A or B |
||
Second Year | ||
DDDD-201 | Modeling and Motion Strategies This course provides extensive coverage of methods for modeling where evaluation of the appropriate modeling method to use in various situations is key. The emphasis in the course is on problem solving. Modeling challenges of various types are incorporated into the projects. With these techniques students create complex models of organic and inorganic forms using many techniques. (Prerequisites: This class is restricted to students who have completed DDDD-101 with a C or better or equivalent course.) Lab 2, Lecture 2 (Fall). |
3 |
DDDD-202 | Layers and Effects In this course students will apply visual effects and enhancements to incorporate multiple layers of still images, video and audio into a single project. Emphasis is placed on incorporating various visual elements into a cohesive cinematic design. At the completion of this course, students will be able to troubleshoot technical challenges and present their work for addition to a professional portfolio. (Prerequisites: DDDD-102 and DDDD-103 or equivalent course.) Lab 3, Lecture 2 (Fall or Spring). |
3 |
DDDD-203 | Scripting This course covers the use of scripts to control various aspects of three-dimensional environments, models, textures, motion, production workflow and more. Students develop scripts to control particles, models, textures, motion, and interaction with the environment. Additionally students gain experience downloading scripts to micro controllers. (Prerequisites: DDDD-101 or SOFA-215 or IGME-219 or equivalent course.) Lab 2, Lecture 2 (Fall). |
3 |
DDDD-207 | Lighting, Materials, and Rendering The course will focus on advanced techniques in lighting, materials, and rendering. Students will light objects and spaces. Students will use shading networks to incorporate groups of two-dimensional and three-dimensional textures into realistic and non-photorealistic materials. Students will learn to use texture maps instead of detail in models to increase interaction speeds. Textures are used to prototype simple models into complex scenes before completion of final geometry. Normal maps and displacement textures are used to create detail in model UVs. Use of the node-based system to control many aspects of the 3D environment is covered. Use of textures to simulate non-dynamic lights and shadows is introduced. Planning for the economical use of textures and for the replacement of models with texture maps in level of detail (LOD) situations will be addressed as well. Students will learn to design effective render layers and explore the strengths and weaknesses of various renderers to make effective judgments about which renderer to use in a given situation. (Prerequisites: DDDD-202 or equivalent course.) Lecture 2, Studio 3 (Spring). |
3 |
DDDD-209 | Project Planning and Production In this course students learn to develop design documents, timelines, budgets, marketing plans, and supporting material for potential projects. A project of their own design is then fully implemented and presented at the end of the term. (Prerequisites: DDDD-102 or equivalent course.) Lab 2, Lecture 2 (Fall or Spring). |
3 |
IGME-220 | Game Design & Development I This course examines the core process of game design, from ideation and structured brainstorming in an entertainment technology context through the examination of industry standard processes and techniques for documenting and managing the design process. This course specifically examines techniques for assessing and quantifying the validity of a given design, for managing innovation and creativity in a game development-specific context, and for world and character design. Specific emphasis is placed on both the examination and deconstruction of historical successes and failures, along with presentation of ethical and cultural issues related to the design and development of interactive software and the role of individuals in a team-oriented design methodology. Students in this class are expected to actively participate and engage in the culture of design and critique as it relates to the field. (This course is restricted to students in GAMEDES-BS or NWMEDID-BS or GAMED-MN or GAMEDD-MN YR 2-5 students.) Lec/Lab 3 (Fall, Spring). |
3 |
Choose one of the following: | 3 |
|
DDDD-208 | Anatomical Frameworks for 2D & 3D Applications This course will introduce students to the underlying structures of the human form for application in all aspects of 3D digital design. Course content will cover 3D digital modeling, digital sculpture, posing, topology, and rendering. At the completion of this course, students will be able to identify and name major structures of the human body, visually represent these structures with attention to position, form, and proportion and will be able to draw and sculpt a human figure without reference or observation based on acquired knowledge. Lab 6 (Spring). |
|
ILLS-214 | Anatomical Illustration This course will provide an in-depth anatomical approach to drawing the figure. Students will practice drawing human anatomy including body and head postures, facial expressions, and hand gestures. Students will learn anatomical proportioning while drawing from observation from models to convey emotions such as anger, sadness, fear, disgust, etc. Students will also learn to use photographic support references when drawing the figure. By the conclusion of the semester students will be able to have intermediate to advanced level anatomical drawing skills. (Prerequisites: ILLS-209 or equivalent course.) Studio 5 (Fall or Spring). |
|
ILLS-219 | Digital Illustration I This course will provide students with methods of conceptualizing, organizing, and executing illustrations using digital media. Projects will expose students to various types of digital techniques using current software applications for the creation of professional level assignments. The course will emphasize conceptual problem-solving methodology and the language of visualization while providing a consistent foundation of picture making as it relates to professional illustration production. Color systems, creation tools, and digital terminology and workflow will also be emphasized within this course. (Prerequisites: FDTN-122 or FDTN-222 or SOFA-108 or ILLS-206 or equivalent course.) Studio 5 (Fall or Spring). |
|
General Education – Ethical Perspective |
3 | |
General Education – Social Perspective |
3 | |
Art History Elective† |
3 | |
Third Year | ||
DDDD-301 | Professional Practice (WI-PR) The course focuses on preparing students to enter the professional world. Projects include the development of a resume, cover letter, artist's statement, bio, and portfolio. Focus is placed on submitting work to competitions, both visual and written, related to their work. (Prerequisites: DDDD-103 or equivalent course and completion of First Year Writing (FYW) requirement.) Lecture 3 (Fall). |
3 |
GAMA-301 | The History of Game Arts The History of Game Arts course will explore different topics and genera in game arts, from board games to video games. The focus of the course will be to evaluate visual art created for games within its cultural context, using lenses including social/historical context, globalization, consumerism, queer theory, gender, race, theories of visual representation, and formalism. Student will learn to evaluate game arts from multiple interrelated perspectives in order to understand the implications, power, and malleability of this art form. The research centers and the International Center for the History of Electronic Games at the Strong Museum of Play will be resources for the course. (Prerequisites: Completion of one course in ARTH at the 100 level or IGME-119 or equivalent course.) Lecture 2, Recitation 1 (Fall or Spring). |
3 |
GAMA-302 | Contemporary Practices: Technology in Game Arts In this course specific technology-based topics in the rapidly changing field of game arts will be explored. The goal of this course is for students to familiarize themselves with new technologies and develop proficiency in the topic of the course. Potential topics include specialty subtopics of VR, AR, XR, AI, simulation, visual effects, game characters, the metaverse, 3D user interface design, or other new areas of game art. The topic of each course will vary and a specific course outline is generated each term the course is taught. This course has a sub-topic and may be repeated with different subtopics. Subtopics may not be repeated. (Prerequisites: DDDD-207 or equivalent course.) Lab 1 (Fa/sp/su). |
1 |
IGME-320 | Game Design & Development II This course continues to examine the core theories of game design as they relate to the professional field. Beginning with a formalized pitch process, this course examines the design and development paradigm from story-boarding and pre-visualization through rapid iteration, refinement, and structured prototyping exercises to further examine the validity of a given design. Specific emphasis is placed on iterative prototyping models, and on methodologies for both informal and formal critique. This course also explores production techniques and life-cycle in the professional industry. (Prerequisites: (IGME-202 and IGME-220 or equivalent courses and GAMEDES-BS or NWMEDID-BS or GAMEDD-MN students) or (IGME-102 and IGME-220 or equivalent courses and GAMED-MN students).) Lec/Lab 3 (Fall, Spring). |
3 |
IGME-580 | IGM Production Studio This course will allow students to work as domain specialists on teams completing one or more large projects over the course of the semester. The projects will be relevant to experiences of the interactive games and media programs, but will require expertise in a variety of sub-domains, including web design and development, social computing, computer game development, multi-user media, human-computer interaction and streaming media. Students will learn to apply concepts of project management and scheduling, production roles and responsibilities, and their domain skill sets to multidisciplinary projects. Students will complete design documents, progress reports and final assessments of themselves and their teammates in addition to completing their assigned responsibilities on the main projects. (Prerequisites: (IGME-320 or equivalent course and GAMEDES-BS students) or (IGME-330 or equivalent course and NWMEDID-BS students).) Lec/Lab 3 (Fall, Spring, Summer). |
3 |
Open Elective |
3 | |
Game Arts Electives |
6 | |
General Education – Elective |
3 | |
General Education – Immersion 1, 2 |
6 | |
Fourth Year | ||
DDDD-402 | Senior Capstone I The course focuses on implementation of a three-dimensional digital design project from the planning stage, through completion and presentation. By the end of the term the student will have completed at least half of the project and have made all of the aesthetic decisions relative to the project in preparation for an intense critique at the end of the term. (Prerequisites: DDDD-209 or equivalent course.) Lecture 3 (Fall, Spring). |
3 |
DDDD-403 | Senior Capstone II The course focuses on the completion of a major three-dimensional digital design project from the planning stage, through completion and presentation. Based on the feedback received in the critique at the end of the previous sections of Senior Capstone I, students will refine and complete their project and prepare to submit their work to competitions and integrate it into their portfolio. Finished projects are presented in a Senior Capstone show. (Co-requisite: DDDD-402 or equivalent course.) Lecture 3 (Spring). |
3 |
GAMA-302 | Contemporary Practices: Technology in Game Arts In this course specific technology-based topics in the rapidly changing field of game arts will be explored. The goal of this course is for students to familiarize themselves with new technologies and develop proficiency in the topic of the course. Potential topics include specialty subtopics of VR, AR, XR, AI, simulation, visual effects, game characters, the metaverse, 3D user interface design, or other new areas of game art. The topic of each course will vary and a specific course outline is generated each term the course is taught. This course has a sub-topic and may be repeated with different subtopics. Subtopics may not be repeated. (Prerequisites: DDDD-207 or equivalent course.) Lab 1 (Fa/sp/su). |
1 |
Open Electives |
12 | |
Game Arts Electives |
6 | |
General Education – Immersion 3 |
3 | |
Total Semester Credit Hours | 120 |
Please see General Education Curriculum (GE) for more information.
(WI) Refers to a writing intensive course within the major.
* Please see Wellness Education Requirement for more information. Students completing bachelor's degrees are required to complete two different Wellness courses.
† Art History electives are non-studio courses searchable in SIS with the Art History attribute of ARTH and are 200-level or above.
Electives
Game Arts Electives
Course | |
---|---|
DDDD-304 | 3D Motion Graphics This course addresses the technical and aesthetic concerns in the production of 3D motion graphics for various implementations, including station identifications for television networks, film titles, public service broadcast, music video, scoreboard graphics and logos for advertising. The course also examines current trends and implications for future application of 3D motion graphics in the broader field of 3D communication design. Major areas of focus are the use of three-dimensional typography, design development and presentation, screen composition, timing, transition and content. 3D Visual Effects as they pertain to 3D motion graphics are also addressed. (Prerequisite: DDDD-101 or equivalent course.) Lab 3, Lecture 2 (Fall or Spring). |
DDDD-516 | Advanced Studio: Topic This course will focus on working in a studio environment to explore or refine skills in an area of three-dimensional digital design. Students will work closely with the instructor to research and complete tutorials in a new area. They will develop skills in that area and then articulate what they have learned. An area of exploration will be defined by the topic for the course. Topics can not be re-taken. (Prerequisite: DDDD-209 or SOFA-226 or ILLM-506 or equivalent course.) Lab 2, Lecture 2 (Fall or Spring). |
DDDD-517 | Experimental Workshop The course focuses on implementing, advanced, newly developing ideas in three-dimensional computer graphics. The specific topic varies and is determined by the instructor. A specific course outline is provided each time the course is taught. Potential topics include the creation of interactive installations, game asset design, digital performances, cyber fashion, network art, locative media, scientific visualization, information visualization, event design, projection design, or any new area in digital design. This course has a subtopic and may be repeated with different subtopics; subtopics cannot be repeated. (Prerequisite: DDDD-201 or equivalent course.) Lecture 2, Studio 2 (Fall, Spring). |
DDDD-521 | Character Design and Rigging This course will cover the design of characters and then the creation of them using three-dimensional software, inverse kinematics, parent and rigid binding, bones, and deformers. Students will design characters using techniques like interpretant matrices, model sheets, sketches, and maquettes followed by development of actual characters in software. Characters are designed for incorporation into motion graphics, games, real time applications, performance, or visualization. (Prerequisites: DDDD-201 and DDDD-203 or equivalent courses.
Co-requisite: DDDD-208 or equivalent course.) Lecture 2, Studio 2 (Fall). |
DDDD-522 | Environment Design This course covers modeling techniques useful in developing environments, both interior and exterior. The content of the course covers proportions appropriate to a variety of environments, lighting for spaces, surface design to replicate real world materials, and building to an appropriate level of detail for the circumstance. (Prerequisites: DDDD-201 and DDDD-207 or equivalent courses.) Lecture 2, Studio 2 (Fall). |
DDDD-523 | Hard Surface Design The course focuses on designing and constructing hard surface models including machinery, furniture, vehicles, electronics, and robots. Students explore the use of different modeling techniques in the process and are particularly interested in the flow of the topology within the geometry. Some attention is given to creating controls for moving the hard surface models. (Prerequisite: DDDD-201 or equivalent course.) Lecture 2, Studio 2 (Fall). |
DDDD-526 | Physical Interface Design This course covers the use of basic electronics so that students can develop embedded systems or controllers for games, design environments with ambient intelligence, design interactive museum exhibits and point of purchase installations, or embed electronics in clothing. Students use micro controllers, sensors, switches, lights, and motors to implement their designs. Lecture 2, Studio 2 (Spring). |
DDDD-527 | Real Time Design In this course students design levels for games or virtual worlds for a variety of applications. Once the design is complete, the design is implemented using high-end three-dimensional software. In many cases the projects will be large and will be executed by teams of students. Versioning systems will be used to keep track of the most recently developed assets. Models are imported into real time software engines for manipulation. (Prerequisite: DDDD-201 or equivalent course.) Lecture 2, Studio 3 (Fall or Spring). |
DDDD-528 | Simulating Natural Phenomena Students will learn to simulate gasses, liquids and forces as well as develop complex organic systems in natural environments. Students will employ particle systems, physics engines, l-systems, and software designed especially for developing richly detailed natural environments. The content of the course encompasses both modeling natural environments and also phenomena in motion, such has windstorms, fire, cloth, hair, fur, and water. (Prerequisite: DDDD-201 or equivalent course.) Lecture 2, Studio 2 (Spring). |
IGME-382 | Maps, Mapping and Geospatial Technologies This course provides a survey of underlying concepts and technologies used to represent and understand the earth, a form of new media collectively referred to as Geospatial Technologies (GTs). Students will gain hands-on experience with GTs, including Global Positioning Systems (GPSs), Geographic Information Systems (GISs), remote sensing, Virtual Globes, and geographically-oriented new media such as mapping mashups. Students also will develop basic spatial thinking, reasoning, problem solving, and literacy skills. Lec/Lab 3 (Fall). |
IGME-384 | Introduction to Geographic Information Systems This course introduces students to Geographic Information Systems (GIS) for understanding and representing people, places and culture through new media. Through applied research projects, students will learn how GIS is a support mechanism for spatially-oriented thinking, reasoning, literacy, and problem-solving at the global scale. Such global problems include international disaster management, digital humanities, climate change, and sustainable development. Course lectures, writing and reading assignments, and in-class activities cover a mix of conceptual, practical and technical GIS topics. Topics include interactions among people, places and cultures around the world, GIS data models, basic cartography, geodatabases, spatial data acquisition and creation, and spatial analysis. This general education course also examines GIS ethical issues such as privacy, information ownership, accuracy, and mapping and social power. Lec/Lab 3 (Spring). |
IGME-484 | Geographic Visualization This course examines the use of maps for geographic problem solving and scientific inquiry. Students will learn theory, concepts and techniques associated with maps and new media such as geographic problem solving and scientific inquiry devices such as map comprehension, evaluation, construction, usage, and assessment. Students will also learn how to compare, contrast, and implement map-based geographic problem solving and scientific inquiry techniques with geographically-oriented new media such as thematic cartography, geographic information visualization, three dimensional modeling and animated and interactive maps. A geographic problem solving research project that incorporates thematic cartography and geographic visualization solutions is required. (This class is restricted to undergraduate students with at least 3rd year standing.) Lecture 3 (Spring). |
ILLS-371 | 2D/3D Pre-Visual World Building Students will research visual standards that are employed to develop game and entertainment worlds. Each student is required to select a fictional world, which is then dissected, analyzed in its constituent parts, and reassembled, with emphasis on how elements interrelate to create a coherent whole. The wide range of possible subjects provides unlimited opportunities for exploration and development of individual styles and expressions. Students produce research materials, sketches, and models of the chosen environment. (Prerequisites: ILLS-213 or equivalent course.) Lec/Lab 5 (Fall or Spring). |
ILLS-373 | Concept and Story-Inspired Art Students create images that visually represent new narratives or scenarios derived from existing games, animation, films, and/or themed concepts. They develop their individual methods for visualizing materials, props, wardrobes, and other objects that match their chosen theme. Initially, the class focuses on representing ideas through painting and sketching. The latter portion of the course translates these studies into digital 2D and/or 3D assets according to their intended use. (Prerequisites: ILLS-213 or ILLS-219 or equivalent course.) Studio 6 (Spring). |
ILLS-468 | Fantastic Illustration This course will focus on the visual interpretation of subject matter specific to these specialized genres of illustration. Emphasis will be placed on creating a wide variety of finished illustrations. Critical thinking, visual criticism, and rhetoric will also be a required component of work generation and imaginative conceptualizing. Stylistic options and technical approaches to the subject matter will be emphasized. Studio 5 (Fall). |
ILLS-563 | Zoological and Botanical Illustration This course utilizes subjects found in the natural world as resources for applied and fine art applications. Working from live and preserved subjects, students will accurately depict animal and plant images, which may be used descriptively in print and electronic media. (Prerequisites: FDTN-112 and FDTN-122 or ILLS-206 or equivalent courses.) Studio 6 (Fall, Spring). |
SOFA-107 | Principles of Animation This course will introduce the concepts and mechanics of movement for animation, focusing on, but not limited to, character based movement. Animation principles will be introduced and applied using hand-drawn methods, which will serve as the foundation for their application in any desired medium. Weekly exercises will be recorded using standard animation software, and will be reviewed, discussed and open to group critique. (Prerequisite: SOFA-121 or equivalent course.) Lecture 3 (Spring). |
SOFA-108 | Drawing for Animation This course focuses on the mechanics of motion as applied to animated characters, both human and non-human. Working directly from a live model, costumed and nude, and also employing visualization techniques, students will apply figure-drawing skills along with gesture drawing, focusing on the correct representation of weight, energy and force in sequential poses. Specific attention is paid to improving drawing skills in order to create stronger storytelling poses for animated properties. A variety of drawn animation examples will be screened in class. (Prerequisite: SOFA-121 or equivalent course.
Co-requisite: SOFA-107 or equivalent course.) Studio 6 (Spring). |
SOFA-218 | Concept and Character Design This course will introduce students to the basics of design as applied to characters and environments for animated productions. Students will create and develop a cast of characters for an imagined property, focusing on group dynamics, visual appeal and personality development. Line, color, texture, shape, form and story are referenced when developing characters and environments. Students will institute a process of visual development through a variety of exercises, working toward a final, finished project. (Prerequisite: SOFA-203 or equivalent course.) Lab 3, Lecture 2 (Spring). |
3D Digital Design (3D visualization option), BFA degree, typical course sequence
Course | Sem. Cr. Hrs. | |
---|---|---|
First Year | ||
ARTH-1## | Any 100-level ARTH course (General Education – Artistic Perspective) |
3 |
ARTH-1## | Any 100-level ARTH course (General Education – Global Perspective) |
3 |
DDDD-101 | Introduction to Modeling and Motion This course is an introduction to the representation of form and motion in three-dimensional software. The course focuses on the development of visual and verbal vocabulary as a means of exploring, developing, and understanding composition and motion with digital geometry and in virtual spaces. Topics include the basics of lines, planes, contour, transforming lines into form, composing images with a software camera, interaction of light and surface, perspective, resolution of geometry, and rendering. Perception and visual thinking are emphasized in the development of projects. Projects will include modeling organic and inorganic forms, composition, level of detail, creation of spaces and motion. Structured assignments develop skills in concept generation, basic form making, techniques for creating motion, and craftsmanship. Emphasis is placed on workflow, teamwork, and the technical and aesthetic aspects of each project. Lecture 2, Studio 2 (Fall). |
3 |
DDDD-102 | Introduction to Visual Design This course is an introduction to the development of surface materials in three- dimensional software, using the basic concepts covered in Intro to Modeling and Motion. Principles of additive and subtractive color are developed as they relate to the interpretation of physical phenomena within a virtual world. The vocabulary expands to include the interaction of light and surface attributes including: color, relief, specularity, transparency, and more. Projects focus on using color, value and texture to enhance the representation of form and space. The basics of node based materials design is introduced. Additional techniques for UV layout are introduced. Concepts are introduced through lectures, discussions, demonstrations, research, assigned projects, and critiques. Assignments develop skills in surface design, lighting and rendering. (Prerequisites: This class is restricted to students who have completed DDDD-101 with a C or better or equivalent course.) Lecture 2, Studio 2 (Spring). |
3 |
DDDD-103 | Imaging for 3D This course provides experience in generating images, both still and moving, for use with the three-dimensional software environment. Students learn techniques for drawing perspective and orthographic views as well as cabinet drawings, oblique drawings, and other techniques. Students learn to create curves to import for model creation, to capture images photographically to use as textures, to create wrapping textures, to compile multiple frames into a movie, to merge segments together into a single movie, to record and incorporate audio elements, and to export results to the web and other media. Students learn to use a green screen to add live elements to their work. (Prerequisite: DDDD-101 or equivalent course.) Lecture 2, Studio 2 (Spring). |
3 |
FDTN-121 | 2D Design I This course is an introduction to the basic elements and principles of two-dimensional design and is foundational to the College of Art and Design curriculum. The focus of this course is the development of visual and verbal vocabularies as a means of exploring and understanding two-dimensional design. Students will engage with a wide variety of media, tools, and techniques to develop skills while delving into the theoretical and experimentational processes of contemporary art and design. The exploration of historical and cultural themes and concepts intertwined with aspects of personal interpretation and experience will be included in the curriculum. **Fee: A materials fee is required for this course, and an additional course fee applied via student account** Studio 6 (Fall or Spring). |
3 |
FDTN-131 | 3D Design I This course presents a progressive study in terminology, visual principles, exploration, concept generation, process, and techniques of three-dimensional design and is foundational to the College of Art and Design curriculum. Using hands-on problem solving, student will develop an informed understanding of the three-dimensional form and space with an emphasis on the elements and principles of visual design and their function as the building blocks and guidelines for ordering a three-dimensional composition. A heightened awareness of form and space will be developed through lecture, assigned projects, and critiques. Students will also develop a personal awareness of problem seeking and solving, experimentation and critical analysis. **Fee: A materials fee is required for this course, and an additional course fee applied via student account** Studio 6 (Fall or Spring). |
3 |
FDTN-141 | 4D Design 4D Design introduces students to the basic concepts of art and design in time and space. The course explores elements of moving images such as continuity, still and moving image editing, transitions and syntax, sound and image relations, and principles of movement. Computers, video, photo, sound and lighting equipment are used to create short-form time-based work relevant to students in all majors and programs required to take this course. The course addresses the both historical conventions of time in art and recent technological advances, which are redefining the fields of Fine Art and Design. In focusing on the relations between students' spacing and timing skills, 4D Design extends and supplements the other Foundation courses, and prepares students for further work with time-based media. (Undergraduate Art and Design) Lab 5 (Fall, Spring). |
3 |
YOPS-10 | RIT 365: RIT Connections RIT 365 students participate in experiential learning opportunities designed to launch them into their career at RIT, support them in making multiple and varied connections across the university, and immerse them in processes of competency development. Students will plan for and reflect on their first-year experiences, receive feedback, and develop a personal plan for future action in order to develop foundational self-awareness and recognize broad-based professional competencies. (This class is restricted to incoming 1st year or global campus students.) Lecture 1 (Fall, Spring). |
0 |
General Education – First-Year Writing (WI) |
3 | |
Choose one of the following: | 3 |
|
General Education – Natural Science Inquiry Perspective |
||
General Education – Scientific Principles Perspective |
||
General Education – Mathematical Perspective A or B |
||
Second Year | ||
DDDD-201 | Modeling and Motion Strategies This course provides extensive coverage of methods for modeling where evaluation of the appropriate modeling method to use in various situations is key. The emphasis in the course is on problem solving. Modeling challenges of various types are incorporated into the projects. With these techniques students create complex models of organic and inorganic forms using many techniques. (Prerequisites: This class is restricted to students who have completed DDDD-101 with a C or better or equivalent course.) Lab 2, Lecture 2 (Fall). |
3 |
DDDD-202 | Layers and Effects In this course students will apply visual effects and enhancements to incorporate multiple layers of still images, video and audio into a single project. Emphasis is placed on incorporating various visual elements into a cohesive cinematic design. At the completion of this course, students will be able to troubleshoot technical challenges and present their work for addition to a professional portfolio. (Prerequisites: DDDD-102 and DDDD-103 or equivalent course.) Lab 3, Lecture 2 (Fall or Spring). |
3 |
DDDD-203 | Scripting This course covers the use of scripts to control various aspects of three-dimensional environments, models, textures, motion, production workflow and more. Students develop scripts to control particles, models, textures, motion, and interaction with the environment. Additionally students gain experience downloading scripts to micro controllers. (Prerequisites: DDDD-101 or SOFA-215 or IGME-219 or equivalent course.) Lab 2, Lecture 2 (Fall). |
3 |
DDDD-207 | Lighting, Materials, and Rendering The course will focus on advanced techniques in lighting, materials, and rendering. Students will light objects and spaces. Students will use shading networks to incorporate groups of two-dimensional and three-dimensional textures into realistic and non-photorealistic materials. Students will learn to use texture maps instead of detail in models to increase interaction speeds. Textures are used to prototype simple models into complex scenes before completion of final geometry. Normal maps and displacement textures are used to create detail in model UVs. Use of the node-based system to control many aspects of the 3D environment is covered. Use of textures to simulate non-dynamic lights and shadows is introduced. Planning for the economical use of textures and for the replacement of models with texture maps in level of detail (LOD) situations will be addressed as well. Students will learn to design effective render layers and explore the strengths and weaknesses of various renderers to make effective judgments about which renderer to use in a given situation. (Prerequisites: DDDD-202 or equivalent course.) Lecture 2, Studio 3 (Spring). |
3 |
DDDD-208 | Anatomical Frameworks for 2D & 3D Applications This course will introduce students to the underlying structures of the human form for application in all aspects of 3D digital design. Course content will cover 3D digital modeling, digital sculpture, posing, topology, and rendering. At the completion of this course, students will be able to identify and name major structures of the human body, visually represent these structures with attention to position, form, and proportion and will be able to draw and sculpt a human figure without reference or observation based on acquired knowledge. Lab 6 (Spring). |
3 |
DDDD-209 | Project Planning and Production In this course students learn to develop design documents, timelines, budgets, marketing plans, and supporting material for potential projects. A project of their own design is then fully implemented and presented at the end of the term. (Prerequisites: DDDD-102 or equivalent course.) Lab 2, Lecture 2 (Fall or Spring). |
3 |
General Education – Ethical Perspective |
3 | |
General Education – Social Perspective |
3 | |
CAD Elective † |
3 | |
Programming Elective |
3 | |
Third Year | ||
DDDD-301 | Professional Practice (WI-PR) The course focuses on preparing students to enter the professional world. Projects include the development of a resume, cover letter, artist's statement, bio, and portfolio. Focus is placed on submitting work to competitions, both visual and written, related to their work. (Prerequisites: DDDD-103 or equivalent course and completion of First Year Writing (FYW) requirement.) Lecture 3 (Fall). |
3 |
DDDD-302 | General Education Elective: History of Digital Graphics (WI-PR) This course will focus on three-dimensional design, covering the development of digitally based 3D graphics and imagery from their prehistory to the present. Additionally, the course will explore related technologies and the growth of the computer graphics industry. Major pioneers and their contributions to the field are reviewed. The course traces the use of 3D digital tools in the creation of graphics for design, interactive media, fine art, animation, visualization, and performance: providing students with a solid foundation in the history and development of the discipline. Lecture 3 (Fall). |
3 |
DDDD-303 | Collaboration Project This course contextualizes mid-career acquired technical and aesthetic 3D Digital Design skills within a professional production setting. Students join or are assigned to collaborative teams that work with internal or external clients in the design, development, and completion of a long-form 3D Digital Design project that meets specific client-centered goals. Project scope, outcomes, milestones, deadlines, and deliverables are negotiated and agreed upon between the client and the student team. The course focuses on the development of collaboration skills among the team members, and in the differentiation between team objectives and individual goals. Students will learn the process of clear communication with a client in a professional setting. (Prerequisites: DDDD-209 or equivalent course.) Lecture 3 (Fall or Spring). |
3 |
3DDD Professional Electives |
6 | |
Open Electives |
6 | |
General Education – Immersion 1, 2 |
6 | |
Art History Elective § |
3 | |
Fourth Year | ||
DDDD-402 | Senior Capstone I The course focuses on implementation of a three-dimensional digital design project from the planning stage, through completion and presentation. By the end of the term the student will have completed at least half of the project and have made all of the aesthetic decisions relative to the project in preparation for an intense critique at the end of the term. (Prerequisites: DDDD-209 or equivalent course.) Lecture 3 (Fall, Spring). |
3 |
DDDD-403 | Senior Capstone II The course focuses on the completion of a major three-dimensional digital design project from the planning stage, through completion and presentation. Based on the feedback received in the critique at the end of the previous sections of Senior Capstone I, students will refine and complete their project and prepare to submit their work to competitions and integrate it into their portfolio. Finished projects are presented in a Senior Capstone show. (Co-requisite: DDDD-402 or equivalent course.) Lecture 3 (Spring). |
3 |
3DDD Professional Electives |
12 | |
Open Electives |
9 | |
General Education – Immersion 3 |
3 | |
Total Semester Credit Hours | 120 |
Please see General Education Curriculum (GE) for more information.
(WI) Refers to a writing intensive course within the major.
* Please see Wellness Education Requirement for more information. Students completing bachelor's degrees are required to complete two different Wellness courses.
† CAD elective refers to any course in the College of Art and Design.
§ Art History electives are non-studio courses searchable in SIS with the Art History attribute of ARTH and are 200-level or above.
Electives
3DDD Professional Electives
Course | |
---|---|
DDDD-304 | 3D Motion Graphics This course addresses the technical and aesthetic concerns in the production of 3D motion graphics for various implementations, including station identifications for television networks, film titles, public service broadcast, music video, scoreboard graphics and logos for advertising. The course also examines current trends and implications for future application of 3D motion graphics in the broader field of 3D communication design. Major areas of focus are the use of three-dimensional typography, design development and presentation, screen composition, timing, transition and content. 3D Visual Effects as they pertain to 3D motion graphics are also addressed. (Prerequisite: DDDD-101 or equivalent course.) Lab 3, Lecture 2 (Fall or Spring). |
DDDD-516 | Advanced Studio: Topic This course will focus on working in a studio environment to explore or refine skills in an area of three-dimensional digital design. Students will work closely with the instructor to research and complete tutorials in a new area. They will develop skills in that area and then articulate what they have learned. An area of exploration will be defined by the topic for the course. Topics can not be re-taken. (Prerequisite: DDDD-209 or SOFA-226 or ILLM-506 or equivalent course.) Lab 2, Lecture 2 (Fall or Spring). |
DDDD-517 | Experimental Workshop The course focuses on implementing, advanced, newly developing ideas in three-dimensional computer graphics. The specific topic varies and is determined by the instructor. A specific course outline is provided each time the course is taught. Potential topics include the creation of interactive installations, game asset design, digital performances, cyber fashion, network art, locative media, scientific visualization, information visualization, event design, projection design, or any new area in digital design. This course has a subtopic and may be repeated with different subtopics; subtopics cannot be repeated. (Prerequisite: DDDD-201 or equivalent course.) Lecture 2, Studio 2 (Fall, Spring). |
DDDD-521 | Character Design and Rigging This course will cover the design of characters and then the creation of them using three-dimensional software, inverse kinematics, parent and rigid binding, bones, and deformers. Students will design characters using techniques like interpretant matrices, model sheets, sketches, and maquettes followed by development of actual characters in software. Characters are designed for incorporation into motion graphics, games, real time applications, performance, or visualization. (Prerequisites: DDDD-201 and DDDD-203 or equivalent courses.
Co-requisite: DDDD-208 or equivalent course.) Lecture 2, Studio 2 (Fall). |
DDDD-522 | Environment Design This course covers modeling techniques useful in developing environments, both interior and exterior. The content of the course covers proportions appropriate to a variety of environments, lighting for spaces, surface design to replicate real world materials, and building to an appropriate level of detail for the circumstance. (Prerequisites: DDDD-201 and DDDD-207 or equivalent courses.) Lecture 2, Studio 2 (Fall). |
DDDD-523 | Hard Surface Design The course focuses on designing and constructing hard surface models including machinery, furniture, vehicles, electronics, and robots. Students explore the use of different modeling techniques in the process and are particularly interested in the flow of the topology within the geometry. Some attention is given to creating controls for moving the hard surface models. (Prerequisite: DDDD-201 or equivalent course.) Lecture 2, Studio 2 (Fall). |
DDDD-526 | Physical Interface Design This course covers the use of basic electronics so that students can develop embedded systems or controllers for games, design environments with ambient intelligence, design interactive museum exhibits and point of purchase installations, or embed electronics in clothing. Students use micro controllers, sensors, switches, lights, and motors to implement their designs. Lecture 2, Studio 2 (Spring). |
DDDD-527 | Real Time Design In this course students design levels for games or virtual worlds for a variety of applications. Once the design is complete, the design is implemented using high-end three-dimensional software. In many cases the projects will be large and will be executed by teams of students. Versioning systems will be used to keep track of the most recently developed assets. Models are imported into real time software engines for manipulation. (Prerequisite: DDDD-201 or equivalent course.) Lecture 2, Studio 3 (Fall or Spring). |
DDDD-528 | Simulating Natural Phenomena Students will learn to simulate gasses, liquids and forces as well as develop complex organic systems in natural environments. Students will employ particle systems, physics engines, l-systems, and software designed especially for developing richly detailed natural environments. The content of the course encompasses both modeling natural environments and also phenomena in motion, such has windstorms, fire, cloth, hair, fur, and water. (Prerequisite: DDDD-201 or equivalent course.) Lecture 2, Studio 2 (Spring). |
Programming Electives
Course | |
---|---|
CMPR-271 | Computational Problem Solving for Engineers This course introduces computational problem solving. Basic problem-solving techniques and algorithm development through the process of top-down stepwise refinement and functional decomposition are introduced throughout the course. Classical numerical problems encountered in science and engineering are used to demonstrate the development of algorithms and their implementations. May not be taken for credit by Computer Science, Software Engineering, or Computer Engineering majors. This course is designed for Electrical Engineering and Micro-Electronic Engineering majors and students interested in the Electrical Engineering minor. (Prerequisites: (MATH-181 or MATH-181A or MATH-171) and (MCEE-BS or EEEE-BS or ENGRX-UND or EEEEDU-BS or ENGXDU-UND) or equivalent courses.) Lecture 3 (Fall, Spring). |
CSCI-141 | Computer Science I This course serves as an introduction to computational thinking using a problem-centered approach. Specific topics covered include: expression of algorithms in pseudo code and a programming language; functional and imperative programming techniques; control structures; problem solving using recursion; basic searching and sorting; elementary data structures such as lists, trees, and graphs; and correctness, testing and debugging. Assignments (both in class and for homework) requiring a pseudo code solution and an implementation are an integral part of the course. An end-of-term project is also required. Lec/Lab 6 (Fall, Spring). |
GCIS-123 | Software Development and Problem Solving A first course introducing students to the fundamentals of computational problem solving. Students will learn a systematic approach to problem solving, including how to frame a problem in computational terms, how to decompose larger problems into smaller components, how to implement innovative software solutions using a contemporary programming language, how to critically debug their solutions, and how to assess the adequacy of the software solution. Additional topics include an introduction to object-oriented programming and data structures such as arrays and stacks. Students will complete both in-class and out-of-class assignments. Lab 6 (Fall, Spring). |
GCIS-127 | Software Development for Transfers This accelerated course covers material from the first-year sequence of computing courses and provides the theoretical and practical foundation for all subsequent computing courses that require software development. The course stresses problem solving while covering modern software models, and theoretical approaches. Concepts of object-oriented design are a large part of the course including theoretical abstractions such as classes, objects, encapsulation, inheritance, interfaces, polymorphism, software design comprising multiple classes, data structures (e.g. lists, trees, sets, maps, and graphs), exception/error handling, concurrency, and graphical user interfaces. Additional topics include basic software design principles (coupling, cohesion, information expertise, open-closed principle, etc.), test driven development, design patterns, data integrity, and data security. The abstract nature of objects is discussed in several domains. Seminar 5 (Fall, Spring). |
IGME-101 | New Media Interactive Design and Algorithmic Problem Solving I This course provides students with an introduction to problem solving, abstraction, and algorithmic thinking that is relevant across the field of new media. Students are introduced to object-oriented design methodologies through the creation of event-driven, media-intensive applications. Students will explore the development of software through the use of a range of algorithmic concepts related to the creation of applications by writing classes that employ the fundamental structures of computing, such as conditionals, loops, variables, data types, functions, and parameters. There is an early emphasis on object oriented concepts and design. (This course is restricted to students in NWMEDID-BS or NMDE-BFA with at least 2nd year standing or GAMED-MN students.) Lec/Lab 6 (Fall, Spring). |
IGME-105 | Game Development and Algorithmic Problem Solving I This course introduces students within the domain of game design and development to the fundamentals of computing through problem solving, abstraction, and algorithmic design. Students will learn the basic elements of game software development, including problem decomposition, the design and implementation of game applications, and the testing/debugging of their designs. (This course is restricted to GAMEDES-BS Major students.) Lec/Lab 6 (Fall, Spring). |
ISCH-110 | Principles of Computing This course is designed to introduce students to the central ideas of computing. Students will engage in activities that show how computing changes the world and impacts daily lives. Students will develop step-by-step written solutions to basic problems and implement their solutions using a programming language. Assignments will be completed both individually and in small teams. Students will be required to demonstrate oral and written communication skills through such assignments as short papers, homework, group discussions and debates, and development of a term paper. Computer Science majors may take this course only with department approval, and may not apply these credits toward their degree requirements. Lec/Lab 3 (Fall, Spring). |
Admissions and Financial Aid
This program is STEM designated when studying on campus and full time.
First-Year Admission
A strong performance in a college preparatory program is expected. This includes:
- 4 years of English
- 3 years of social studies and/or history
- 3-4 years of mathematics
- 2-3 years of science
- Studio art experience and a portfolio of original artwork are required. View Portfolio Requirements for more information.
Transfer Admission
Transfer course recommendations without associate degree
Courses in studio art, art history, and liberal arts. A portfolio of original artwork is required to determine admissions, studio art credit, and year level in the program. View Portfolio Requirements for more information.
Appropriate associate degree programs for transfer
Related programs or studio art experience in desired disciplines. A portfolio of original artwork is required to determine admissions, studio art credit, and year level in the program. View Portfolio Requirements for more information. Summer courses can lead to third-year status in most programs.
Financial Aid and Scholarships
100% of all incoming first-year and transfer students receive aid.
RIT’s personalized and comprehensive financial aid program includes scholarships, grants, loans, and campus employment programs. When all these are put to work, your actual cost may be much lower than the published estimated cost of attendance.
Learn more about financial aid and scholarships
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Contact
- Gary Jacobs
- Undergraduate Program Director, 3D Digital Design
- School of Design
- College of Art and Design
- 585‑475‑6987
- gdjfaa@rit.edu
School of Design