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oS Mote, Sy S. Republic of the Philippines Z| § OFFICE OF THE PRESIDENT COMMISSION ON HIGHER EDUCATION “Sa ‘ CHED MEMORANDUM ORDER (CMO) : : NO. 02 Sy, Series of 2014 SUBJECT POLICIES, STANDARDS AND GUIDELINES FOR BACHELOR OF SCIENCE IN ENTERTAINMENT AND MULTIMEDIA COMPUTING (BS EMC) PROGRAM ie In accordance with the pertinent provisions of Republic Act (RA) No. 7722, otherwise known as the “Higher Education Act of 1994,” and in pursuance of an outcomes-based quality assurance system as advocated under CMO 46 s. 2012, and by virtue of Commission en banc Resolution No. 829-2013 dated November 25, 2013 the following policies, standards and guidelines (PSGs) are hereby adopted and promulgated by the Commission. a ~x ARTICLE INTRODUCTION Section 1. Rationale Based on the Guidelines for the Implementation of CMO 46 s 2012, this PSG implements the “shift to learning competency-based standards/outcomes-based education.” It specifies the core competencies expected of BS EMC graduates regardless of the type of HEI they graduate from. However, in recognition of the spirit of outcomes-based education and of the typology of HEIs, this PSG provides ample space for HEIs to innovate in the curriculum in line with the assessment of how best to achieve learning outcomes in their particular contexts and their respective missions. The field of Entertainment and Multimedia Computing is a relatively new but dynamic field. It includes the areas of Digital Animation and Game Development. It is the basis for these two (2) sub-sectors of the Philippine Information Technology (IT) industry. ‘These are promising areas where the local industry is experiencing, fast growth and where the potential to capture a bigger slice of the global market is quite high. The Commission recognizes the need to be responsive according to the current needs of the country. Hence, it is essential and important that the country’s Entertainment and Multimedia Computing capability should be continually developed and strengthened to be at par globally. Itis the objective of the Commission to develop and promote the PSG for Bachelor of Science in Entertainment and Multimedia Computing (BSEMC), and to provide the minimum standards for Higher Education Institutions (HEIs) offering or intending to offer quality EMC programs. The PSG is developed with consultations from all ap 1 Higher Education Development Center Building, C.P. Garcia Ave., UP Campus, Diliman, Quezon City, Philippines ‘Wb Site: www.ched,gov.ph Tel. Nos. 441-1177, 385-4381, 441-1168, 441-1149, 441-1170, 441-1216, 392-5298 Section 2. Section 3. stakeholders, from the academe to the industry. The PSG contains provisions that cultivate the culture of excellence in offering an EMC program. ‘This is in line with the vision of the Commission to have HEIs produce competent graduates that shalll cater to the needs of the Game Development and Digital Animation industries. The PSG is also désigned for all HEIs to exercise their innovativeness and creativity in the development of its curriculum for the offering of BSEMC program. ARTICLE II AUTHORITY TO OPERATE Government Recognition All private higher education institutions (PHEIs) intending to offer BS EMC must first secure proper authority from the Commission in accordance with these PSGs. All PHEIs with an existing BS EMC program are required to shift to an outcomes- based approach based on these PSGs and must secure approval for such a shift. State universities and colleges (SUCS), and local colleges and universities should likewise strictly adhere to the provisions in these policies and standards. ARTICLE II GENERAL PROVISIONS The Articles that follow give minimum standards and other requirements and prescriptions. The minimum standards are expressed as a minimum set of desired program outcomes which are given in Article IV Section 6, The Technical Committee designed a curriculum to attain such outcomes, This curriculum is shown in Article V Section 8 as a sample curriculum. The number of units of this curriculum is here prescribed as the “minimum unit requirement” under Section 13 of RA 7722. In designing the curriculum, the Technical Committee employed a curriculum map which is shown in Article V Section 9 as a sample curriculum map. Using a learner-centered/outcomes-based approach the Technical Committee also determined appropriate curriculum delivery methods shown in Article V Section 10. The sample course syllabi given in Article V Section 11 show some of these methods. Based on the curriculum and the means of its delivery, the Technical Committee determined the physical resource requirements for the library, laboratories and other facilities and the human resource requirements in terms of administration and faculty. See Article VI. Section 4. The HEIs are allowed to design curricula suited to their own contexts and missions provided that they can demonstrate that the same leads to the attainment of the required minimum set of outcomes, albeit by a different route. In the same vein, they have latitude in terms of curriculum delivery and in terms of specification and deployment of human and physical resources as long as they can show that the attainment of the program outcomes and satisfaction of program educational Section 5. objectives can be assured by the alternative means they propose, The HEIs can use the CHED Implementation Handbook for Qutcomes-Based Education (OBE) and the Institutional Sustainability Assessment (ISA) as a guide in making their submissions for Sections 16, 17 and 18 of Article VII. ‘These PSGs are based on the existing 10-year basic education system and on the existing GE program. They reflect the reform towards outcomes-based education but not the K12 Reform, The latter shall be addressed subsequently. ARTICLEIV PROGRAM SPECIFICATIONS Program Description 5. Degree Name The degree program herein shall be called Bachelor of Science in Entertainment and Multimedia Computing (BSEMC). : 5.2. Nature of the Field of Study Entertainment and Multimedia Computing is the study and use of concepts, principles, and techniques of computing in the design and development of multimedia products and solutions. It includes various applications such as in science, entertainment, education, simulations and advertising, The program enables the students to be knowledgeable of the whole pipeline of Game Development and Digital Animation projects. The students will acquire the independence and creative competencies to articulate project design and requirements of new projects, not necessarily based on standard templates. 5.2.1 Specialization Game Development. it is the study and application of fundamental and advanced theories in game design, scientific simulations, use and development of gaming technology and tools, and production of commercially acceptable digital games and viable solutions for use in entertainment and scientific applications. Objectives: _ to prepare students to be game development professionals with specialized knowledge, competencies and values in designing, developing, and producing digital games and / or tools, and in managing game development projects for various applications. Digital Animation-Technology. It is the study and application of fundamental and advanced theories and advanced techniques in 2D and 3D animation, use and development for advancement of animation technologies, and production of commercially acceptable content and viable solutions for different platforms such as broadcast, web and mobile cast. 53 Objectives: to prepare students to be digital animation professionals who are equipped with both creative and technical knowledge, skills, and values in conceptualizing, designing and producing animation products and solutions, and in managing such projects over different technology platforms. Program Objectives (POs) Graduates of the BSEMC program are expected to possess a wide range of abilities and skills divided into three categories: 5.3.1 EMC-related cognitive abilities and technical skills: Common 1. Programming Skills 2. Drawing Fundamentals 3. Visual Communication Skills 4, Design Skills 5. Sound Engineering 6. Project Management 7. Applied Mathematics for EMC Game Development 1. Game Programming 2. Game Design 3. Game Production 4, Game Asset Integration 5. Graphics Programming Digital Animation-Technology Digital 2D Animation 3D Animation Animation Production Design Scripting for Animation Programming for Animation paws 5.3.2 EMC-related practical and soft skills and values: 1. Communication and Presentation Skills 2. Critical Thinking and Problem-Solving Skills 3. Creativity and Innovation 4, ‘Team Work 5. Adaptability to Change 6. Leadership 7. Understanding of EMC Businesses 8. Professional Ethics 9. Compliance to Intellectual Property Laws 10. Generic skills that may be developed during the course and which are ge 4 applicable in many other contexts. 54 Specific Professions / Careers / Occupations for Graduates These are specific professions/careers/occupations or trades that BS EMC graduates may pursue. After satisfactorily completing all the requirements leading to BS EMC degree, students may qualify for, but not limited to, the following entry level positions: 5.4.1 BS EMC Specialized in Game Development 1. Lead Game Programmer/Developer / Tools Developer 2. Associate Technical Director / Game Designer 3. Associate Game Quality Assurance Specialist 4, Senior Interactive Software Developer 5. Associate Game Producer 6. Senior Game Sound Engineer 7. Graphics Programmer 8. Associate Business Development Specialist for Entertainment and Multimedia Industries 5.4.2 BS EMC Specialized in Digital Animation-Technology Creative Programmer ‘Technical Animator Creative Content Developer Ad Builders Technical Director for Modelling / Rigging / Lighting Animation Quality Assurance Specialist Technical Director for Game Art Digital 2D or 3D Animation Content Producer Digital 2D or 3D Production Designer Associate Business Development Specialist for Entertainment and Multimedia Industries Noge eye ee Ss 5.5 Allied Fields The following are programs that may be considered as substitute or equivalent to the EMC program for the purpose of determining qualifications of faculty members and for students cross enrolling to other department. Computer Science Information Technology Computer Engineering ‘Multimedia Computing, Game Design and Development Digital Animation Technology ageeNE Likewise, if a degree program has an overlap of at least 50% of core and professional courses in an ITE program, then it shall also be considered as an allied discipline. Section 6. Program Outcomes ‘The minimum standards for the BS EMC program are expressed in the following minimum set of learning outcomes: 61 Common to all programs in all types of schools 1. to keep abreast of the developments in the specific field of practice (PQF evel 6 descriptor) 2. the ability to effectively communicate orally and in writing using both English and Filipino 3. The ability to work effectively and independently in multi-disciplinary and multi-cultural teams (POF level 6 descriptor) A recognition of professional, social, and ethical responsibility An appreciation of “Filipino historical and cultural heritage” (based on RA 7722) Es oe 6.2. Common to the discipline There are a minimum of 11 graduate attributes for the Bachelor of Science in Entertainment and Multimedia Computing program. [KNW] Knowledge for Solving Computing Problems [PRB] Problem Analysis [DEV] _ Design / Development of Solutions [MTL] Modern Tool Usage [WRK] Individual and Team Work [COM] — Communication [PRF] Computing Professionalism and Society [ETH] — Ethies (LFE} [CRE] [SRV] Service-Orientation A minimum of 16 graduate outcomes must be achieved by a graduate of the Bachelor of Science in Entertainment and Multimedia Computing (BSEMC) program: 1. [KNW] Anability to apply knowledge of mathematics, physical sciences, computing sciences to the practice of being an entertainment and multimedia computing professional. 2. [KNW] Specialized computing knowledge in each applicable field, and the ability to apply such knowledge to provide solutions to actual problems. 3. [KNW] A knowledge of contemporary issues. 4. [PRB] Anability to analyze project requirements and to design and implement project prototypes 5. [PRB] An ability to recognize, formulate, and solve computing problems, rae 6. [DEV] Anability to design, build, improve, and deploy products that meets client needs within realistic constraints. 7. [MTL] Anability to use the appropriate techniques, skills and modern ‘computing tools necessary for the practice of being a professional game developer or animator. 8. [WRK] An ability to work effectively in multi-disciplinary and multi- cultural teams. 9. [COM] An ability to effectively communicate orally and in writing using the English language. 10. [PRF] An ability to understand and assess local and global impacts of computing on society relevant to professional computing practice and subscription to accepted industry standards. 11. [ETH] An understanding of the effects and impact of entertainment and multimedia computing projects on nature and society, and of their social and ethical responsibilities. 12. [ETH] An ability to create or use modified artifacts in consideration of intellectual property rights of the author. 13. [LFE] An ability to engage in life-long learning and an acceptance of the need to keep current of the development in the specific field of specialization. 14, [CRE] An ability to demonstrate original creative outputs. 15, [CRE] An ability to demonstrate innovativeness in their outputs. 16. [SRV] An ability to demonstrate client-centric service. 6.3 Common to a horizontal type as defined in CMO 46 s 2012 1 For professional institutions: a service orientation in one’s profession 2. For colleges: an ability to participate in various types of employment, development activities, and public discourses particularly in response to the needs of the communities one serves 3 For universities: an ability to participate in the generation of new knowledge or in research and development projects Graduates of State Universities and Colleges must, in addition, have the competencies to support “national, regional and local development plans.” (RA 7722) A PHEI, at its option, may adopt mission-related program outcomes that are not included in the minimum set. ARTICLE V CURRICULUM Section 7. Curriculum Description The BSEMC shall be built upon core computing and EMC courses, a set of professional courses, professional electives and capstone project. The curriculum also includes a set of General Education (GE) courses which shall form part of the requirements for EMC. At least one of the required natural science courses in the GE curriculum should include a laboratory component. It shall also include a required Physics course Section 8. Minimum Curriculum 8.1 Components The curriculum outline is divided into five (6) components namely: General Education, Core Computing Courses, Core EMC Courses, Professional Courses, and Professional Electives with a minimum requirement of 167 units (including PE and NSTP). The breakdown of units is a provided below: SUMMARY OF UNITS General Education Courses 87 Core Computing Courses 18 EMC Core Courses 27 EMC Professional Courses 27 EMC Professional Electives 9 Capstone Project 6 Internship 9 PE (8) NSTP © Total Units 167" * includes 8 units of PE and 6 units of NSTP 8.1.1 Detailed Breakdown A. General Education Courses 57 Languages and Humanities au English (9 units), Filipino (6 units), Humanities [Art Appreciation, Literature] (6 units) Mathematics, Natural Sciences and Technology 2 Mathematics (9 units), Natural Sciences [includes Physics] (9 units), Introduction to ICT [includes IT infrastructure |(3 units) Social Sciences and Communication 15 Philippine History, Psychology, Sociology, World Civ. and Cultures, Rizal's Life and Works (3 units each) B_ Common Computing Courses 18 CC100 : Introduetion to Computing CC1OI : Computer Programming 1 CC102 : Computer Programming 2 CC103 : Data Structures and Algorithms CC 104 : Information Management C105 : Applications Development & Emerging Technologies 3 © EMC Core Courses : nse caeeeeea7 | EMC200 : Frechand and Digital Drawing 3 EMC201 : Introduction to Game Design and Development 3 EMC202 : Computer Graphics Programming 3 EMC203 : U 3 EMC204 : Principles of 2D Animation 3 3 ity, HCI, and User Interaction Design EMC20S : Audio Design and Sound Engineering EMC206 : Seript Writing and Storyboard Design EMC207 : Principles of 3D Animation 3 EMC208 ; Design and Production Process 3 EMC Professional Courses 27 EMC Professional Elective Courses © Capstone Project ==)a)4/=|8 aleleia 167 8.1.2 Professional Courses for Specialization An HEI may offer only one of the two specializations (either Game Development or Digital Animation-Technology) of the BS EMC program. For HEIs offering both specializations, a student enrolled in the BS EMC program must elect a specialization preferably before the start of their sophomore year. From that point on, the student must complete all 27 units of the required courses for the specialization he/she has chosen, The table below summarizes the EMC Professional Courses for both specializations. EMC PROFESSIONAL COURSES ie Units GAME DEVELOPMENT (27 units) 7 D301 Game Programming I D306 Artificial Intelligence GD302 Game Programming II (AD in Games GD30 Applied Mathematics for GD307 Advanced Game Games Design GD304 Applied Game Physics GD308 Game Networking GD305 Game Programming IIL GD309 Game Production (game engines, 2D games, | and 3D games programming) DIGITAL ANIMATION-TECHNOLOGY (27 units) DA301 Image and Video DA306 Advanced 3D . Processing ‘Animation and DA302 Modelling and Rigging Scripting DA306 Lighting and Effects A307 Texture and Mapping DA304 Advanced Sound DA308 Compositing and Production Rendering, DA305 Advanced 2D Animation DA309 Animation Design and Production 8.2. Program of study A sample program of study is provided in Annex A. This program study assumes that the program is offered in regular semester system. 8.2.3 Capstone Projects The Capstone project is required for the BSEMC program. The capstone project is a culmination of all the learning the student has undertaken in at least 80% of the professional courses and 100% of the major courses. The capstone project shall integrate knowledge and skills learned in different courses in the degree program. It shall be sufficiently complex and demonstrate the cumulative competencies acquired from the program. A complete documentation of the project, including processes and design principles applied, shall be submitted. The project must not infringe on existing intellectual property. Media assets used in the production, including audio, must be original as much as possible. It is equally important for students to handle, organize, or arrange existing assets as long as proper permission to use them are in order before their actual use in any project. A public presentation, showing or demonstration of the project is required. For group projects, the recommended group size is three (3) to five (5). Group size exceeding five (6) should be properly justified. Each member of the group should have a specific task assigned at the onset of the project. Evaluation methods to ensure that each member of the team contributed substantially to the group effort shall be in place. This may include workload assignment, documents and reports, peer evaluation, and regular individual and group reports and blogs. The project effort shall be equivalent to at least 500 development hours of work for each member of the team, For the Game Development specialization, the capstone project should be in the form of a game or game development tools. Game projects shall involve the complete game development life cycle. Examples of projects are multilevel multi-user game, a role-playing game, a game engine, or a suite of casual games. Other types of projects may also be proposed. Group project is recommended for game development projects. For Digital Animation-Technology specialization, the capstone project should be in the form of animation content or an interactive project, done independently by the student. The animation project shall involve full production of original content, not limited to full length animated video. In schools offering both specializations, Game Development majors are encouraged to work with Digital Animation-Technology majors in their capstone project. In case of capstone projects made collaboratively with students of other disciplines or majors, the documentation shall be separately written and shall specifically demonstrate which assets were made by which students. Work of EMC students shall be evaluated based on the above requirements. 8.24 Internships Internship is a requirement for the BSEMC program. It is an immersion program wherein the students will have the chance and opportunity to work in a commercial game development or animation project in a registered enterprise. Here, the students will apply the skills, knowledge, techniques and work ethics learned in the school. At the same time, they will have the opportunity to experience being part of a team in a production environment. Learning expectations in the EMC-related field should be established between the HEI and the partner enterprise/organization in the form of a Memorandum of Agreement (MOA) or Memorandum of Understanding (MOU), Section 9. Section 10. Section 11. Students are eligible to enrol in the internship program after completing 80% of the total number of units in the curriculum. The minimum number of internship hours is 460, or its equivalent in level of output. During internship, each student shall be assigned a faculty supervisor and an industry supervisor. The work program for the internship shall be laid out and agreed upon prior to the internship and shall involve participation in an actual production. ‘This may include graphics design, programming, scripting, modelling, game design, game development, pre- and post-production, digital animation, testing or quality assurance. Work of the intern shall be evaluated using a set of criteria and/or rubrics that will be agreed upon between the HEI and the partner enterprise/ organization. HEIs are required to have industry partners that would support the internship and possible employment of graduates, as evidenced by a Memorandum of Agreement (MOA). Such is also required for the recognition of the program offered. Sample Curriculum Map A sample curriculum map is provided in Annex B. In the provided curriculum map, the minimum learning outcomes for each of the core computing courses, core EMC courses, and EMC Professional courses are mapped to the identified minimum graduate outcomes, Sample Means of Curriculum Delivery The graduate outcomes of the BS EMC curriculum is achieved through, but not limited to, the following activities 1. Lecture and Classroom Discussions Programming Demonstrations Guided Hands-on Programming Sessions Guided Design and Development of Project Specifications Independent Project Requirements Gathering, Design, and Implementation Mentorship and Monitored Internships 2 one Sample Syllabi for All Courses Each BS EMC course should have the following components: ‘Course Name Course Description Course Credits Contact Hours per Week Pre-Requisite Course Learning Outcomes Course Outline Performance Indicators or Grading Rubrics Laboratory Equipment a. Basic SeNAgReNE Section 12. b. Optional c. Other recommended equipment 10. Textbooks and References a. Required b. Optional Annex C contains a sample syllabus for the Applications Development and Emerging Technologies course for reference. Annex D contains the course specification for the core computing courses, core EMC courses, and professional courses of the majors in Game Development and Digital Animation-Technology. Sample Performance Indicators A sample rubrics to assess the performance of students is provided in the sample course syllabus provided in Annex C. ARTICLE VI REQUIRED RESOURCES Section 13, Administration 13.1 Composition. A well-organized and competent staff and faculty shall administer the implementation of BS EMC program and should meet the requirements set by the Commission. A Higher Education Institution (HEI) offering or intending to offer BS EMC program shall have an administrator for the program. This administrator can be a Dean, Department Head, Director, Coordinator or equivalent depending on the organizational structure of the HEL. 1. There should be at least three (3) full-time BS EMC faculty members, one of whom can be the program head. Each full-time BS EMC faculty member should teach at least one (1) BEMC course every term. 2. A full-time faculty member should render at least twenty-four (24) hours in residence per week and have a minimum contract of one (1) year in the HEI. 3. Thirty percent (30%) of all BS EMC major and professional courses must be handled by full-time BS EMC faculty members. 13.2 General Qualifications of the Program Administrator, The administrator of the BS EMC program shall be full-time, and shall possess any of the following qualifications: 1. A master’s/ doctorate in Entertainment and Multimedia Computing, 2. A master’s/doctorate degree in any program provided that he/she is qualified faculty member in EMC based on Section 14. @~ 13.3. General Functions and Responsibilities of the Program Administrator. The general functions and/or responsibilities of the Program Administrator should be as follows: 1. To exercise educational leadership arong the concerned faculty members by: a. recommending faculty and staff development programs; b. preparing and assigning the teaching load of the faculty members and directing them to advise students in their program of studies; and c. evaluating and recommending the appointment, promotion, retirement, termination of and disciplinary actions against faculty members and non-teaching personnel, subject to the HEI’s policies and procedures; 2. To undertake periodic (at least every four years) curriculum review, revision, and development with the assistance of the faculty members and industry partners in the degree program concerned; 3. To prepare course offerings, institute methodologies of instruction, adopt proper textbooks and recommend books to add to the collection of the library; and 4. To develop industry and academic linkage programs and partnerships that will contribute to the development of the HEI, the faculty and the students. Section 14. Faculty. BSEMC faculty should possess any of the following qualifications 14.1 Qualifications 1. At least a bachelor’s degree in Entertainment and Multimedia Computing 2. At least a bachelor’s degree in Computer Science or Information Technology or Information Systems 3. Atleast a bachelor’s degree plus any of the following: a) At least two (2) years teaching experience in the course being taught; b) At least two (2) years of industry experience in the field of entertainment and multimedia computing, game development or digital arts* and animation. * required to demonstrate adequate skills in the use of digital tools 14.2 Academic Load Teaching Load. The regular load of an EMC faculty member is at most twenty-four (24) contact hours per week inclusive of lecture and laboratory Overload should not exceed six (6) hours. There should not be more than four (4) preparations per term. Consultation Hours. All faculty members, whether full-time or part-time, Page| @ Section 15. 14.3 14.4 14.5 shall be required to keep consultation hours for students, This shall be at east one (1) hour per week for every 3-unit load. Teaching Load of the Program Administrator. In case the program administrator has to teach, his/her teaching load should not exceed nine (9) units per term. ' Employment Status Full-time regular faculty is defined as a faculty member receiving monthly compensation throughout the year inclusive of all other employment incentives and benefits as mandated by the Labor Code. This should be evidenced by a permanent or annual appointment. Residency requirement for full time faculty members should be in compliance with the provisions of the Manual of Regulations for Private Higher Education Institutions. Faculty Support Faculty Development Program, The HEI should have a written comprehensive faculty development program. HEIs should have budget allocations for full-time EMC faculty members (not only program heads) to be members and participate in various activities of professional organizations that promote professional development in the field of EMC, Game Development, Animation, and Digital Arts; and to attend various professional development programs in his/her field as well as continuing education and/or graduate studies in EMC or related fields, Facilities. The HEI should provide adequate office space, computers with internet connection, printers, as well as access to relevant software and multimedia equipment for faculty and administrators. Consultation areas for students are also required. General Education Faculty. Sixty (60%) percent of faculty members handling general education subjects must have appropriate master’s degree or higher degrees in their respective teaching assignments. Library 15.1 Librarian(s). HEIs offering BSEMC should have at least one (1) full-time licensed librarian. The librarian(s) should work closely with the program administrator in collection development for the BSEMC program, The librarian(s) should be encouraged to join recognized librarian societies and associations for professional development. 15.2 Book Collection. The library collection of the HEI should meet the following requirements, namely: 1. To support HEI's curricular needs and to provide enough books for students, its library should have a total of at least sixty (60) titles for professional courses, provided that there should be at least two (2) titles per professional course published within the last four (4) years. There 15.3 should be one (1) volume per professional course for every twenty (20) students enrolled in that course, Book holdings should preferably include mote reference books and textbooks rather than vendor-specific technology books. 2. Electronic books are counted to satisfy the book requirements provided that the library has perpetual license for such books and students are given access to these at least within the library premises. 3. The library should have a multimedia collection consisting of film and video, games, animation, music and other media forms available for use by faculty and students for research and studies. A viewing area should be provided in the library. 4, For initial offering, the minimum volumes of EMC library collection covering first to third year courses are required to be found in the Library. For program recognition, an HEI should have the required number of books in all four-year levels. 5. The library should include significant holdings of up-to-date EMC- related periodicals such as magazines and journals that are published locally or internationally. At least two (2) periodicals are required. Paid online / digital subscriptions to at least five (6) periodical titles are allowed as substitute for periodicals provided that they can be readily accessed by faculty, students and staff 6. The library must provide access (with capability to copy or print) to electronic library materials such as CD-ROMs and_ electronic subscriptions. These are considered as additional library holdings beyond the minimum requirements. Space Requirements. The library should have a seating capacity of at Ieast five percent (5%) of the total students enrolled, Section 16. Laboratory and Physical Facilities 161 16.2 Classroom Requirements. Classroom space should at least be 1.2 square meters per student. For a class size of forty (40) students, the room should be at least 48 square meters; for fifty (50) students, 60 square meters. It should be well lighted and well ventilated and/or air-conditioned. The classroom should have two exit doors opening outwards or an emergency exit. There should be at least one classroom per one hundred thirty-five (135) students enrolled. The preferred maximum class size is fifty (60) students. In case of bigger classes, there should be separate assistant instructors for each group of forty (40) students. Laboratory Requirements. The HEI must provide networked computer laboratories required for hands-on training of the students, 1. The computer configuration should be such that they are capable of running the required software as well as handle the potential EMC 16.3 16.4 16.5 project workload and traffic. 2. The laboratory floor space should be at least 1.5 square meters per student. Likewise, these should be well-lighted, well-ventilated and air- conditioned. 3. The laboratory should have two exit doors opening outwards. For the computer and EMC laboratory, there should be a ratio of one (1) student per terminal or multimedia workstation. 4. The number of terminals or workstations should be such that a student is provided at least nine (9) hours of individual hands-on computer time per week, On the basis that each computer terminal or work station operates effectively at least ten (10) hours a day and five (5) days a week, the computer time requirement should translate to at least one computer per ten (10) students enrolled in the EMC program, the computers being, exclusively for their use. 5. Small class sizes of twenty-five (25) are recommended. For classes with more than thirty (30) students, a laboratory assistant is required. The laboratory assistant should be at least a junior IT student and should only assist classes of lower level. EMC Laboratory. The EMC laboratory should be equipped with licensed or open source software and tools including, but not limited to the following: 1. 3D modelling and animation software, image, video and audio editing and compositing software, game engine software, and development tools; 2. Provisions for digital storage equipment, scanners, digital cameras, and animation equipment; 3, For the Drawing course, digital drawing equipment (e.g. pen tablet) for each student in a class; 4, Sound production laboratory; 5. Computer hardware and software responsive to the objectives of the courses in the curriculum; in conformity to generally accepted industry standards and capable of providing training in multiple platforms; and at least thirty percent (30%) of the equipment manufactured within the last three (3) years and able to run the latest version of the required software, Public Access Terminals. The HEI must provide Internet terminals to allow faculty members and students to undertake research and other academic activities outside of class hours. Audio Visual Facilities. The HEI should provide the necessary audio-visual equipment in support of the teaching-learning process. Equipment should &S include LCD projectors, sound systems, DVD players and writers, microphones, etc. ARTICLE VII COMPLIANCE OF HEIs Using the CHED Implementation Handbook for OBE and ISA as reference, a HEI shall develop the following items which will be submitted to CHED when they apply for a permit for a new program or the approval of the transformation of existing programs to outcomes-based framework: Section 17 The complete set of program outcomes, including its proposed additional program outcomes. Section 18 Its proposed curriculum, and its justification including a curriculum map. Section 19 Proposed performance indicators for each outcome. Proposed measurement system for the level of attainment of each indicator. Section 20 Proposed outcomes-based syllabus for each course, This should already be indicative of the plan of delivery of the curriculum, student assessment and of the resources to be deployed. Section 21 Proposed system of program assessment and evaluation Section 22 Proposed system of program Continuous Quality Improvement (CQI) ARTICLE VIL TRANSITORY, REPEALING AND EFFECTIVITY CLAUSE Section 23. Transitory Provision HEls that have been granted permit or recognition are hereby given three (3) years from the date of effectivity hereof to fully comply with all the requirements as stipulated in this CMO. Compliance to these requirements shall also be required to State Universities and Colleges (GUCS) and Local Colleges and Universities (LCUs). In the event that the HEI fails to comply, it is given a non-extendable period of two (2) years to comply. Currently enrolled students in the program shall be allowed to graduate under the old curriculum. However, students enrolling for the EMC program beginning school year 2014- 2015 shall be covered by this CMO. Autonomous institutions are exempted from these requirements to allow them to enjoy flexibility in innovating and adjusting these requirements, in accordance with the law. Section 24, Repealing Clause All pertinent rules and regulations or parts thereof that are inconsistent with the provisions of these policies and standards are hereby repealed or modified accordingly. @& Fae Section 25. Effectively Clause This CMO shall be effective beginning SY 2014-2015 after publication in the Official Gazette or in a newspaper of general circulation. Quezon City, Philippines, January 13, 2016 FOR THE COMMISSION: 7 alan PATRICIA B. LICUANAN, Ph.D. Chairperson ANNEX A SAMPLE PROGRAM OF STUDY First Year a 20! Semester U | Lee | Lab | AW? Descriptio Fite U [tec [ia | |Bng1 English Composition) | 3.) 3 | 0 | 3 ‘Eng 2 (Oral Communication) | 3 | 3 | 0 | 3 Ma (College Algebra) [3 3 01 3 Ma? (AnalyteGeomety) [313] 0/3 Nat&ci 1 (Elementary Physics) | 3) 3 | 0 | 3 Introduction to Computing| 3 | 3 | 0 | 3 Introduction toICT 3[3[o|3 Programming? 3[2]a1[s Programming 1 3{2]{1t]5 Free hand and digital 3] 2/)1/5 | drawing | PET @l2]ol/2 PE2 é @l2fol[2 NsTP1 @ 3) 0)3 se? Ome Total 51 |e Total fas fas [2 fae Summer a : Descriptio Title u | tec | ta [| Fil 1 (Pagbasa at Pagsulat) 3{3fo{3 [Sect Pyeholgy) ss pols SocSci2 (Philippine History) | 3 | 3 | 0 | 3 Total 9 efo 9 Second Year WSemester 2s! Semester _ Descriptive Tle Descriptio Title u Ma 3(Trigonometry) ‘Comp. Graphics [3 | | Programming Ae Natit? (General Physics) sols Usability, HCL UIDaxign [3-30] 3 Tntoduetion ty GDD 3/2/15 Principles of2D Animation | 3 [211] 3 | Data Structures and 2fals| [information Management | 3 | 3 | 0 Algorithms | | [Applications Dev & Emer [ 3) 2) 15 EMC Professional Course?) 3 | 2/1 | 5 MTech EMC Professional Course | 3 | 2| 1) 8 EMC Professional Course3_| 3 | 21'S PES @l2[o]2 [PE @[2lol2 ‘Total ~ [as [a6 [4 | 28 | Total 18 | 16 28 Summer | Descriptive Tile | u | tec | tat | HW [RUZ @akikipagialastasan) | 3 [3 | 0 | 3 Eng3 (Creative Writing) | 3. | 3 | 0 | 3 SocSci 3 (World Giv & 3|3fols3 Culture) | ‘Total $|o\|8)|8 ‘Third Year oo GSio em = Semester 2ni Semester Deseriptice Title u Lab [0 Descriptio Title ur | Lee | tab [nw Audio Design & Sound Engr. | 3 | 2 [1 | 5 [Hum 1 (ArtAppreciation) | 3 | 3 | 0 | 3 Script Wr. & Storyboard Dsgn.| 3. | 3 | 0 | 3 NatSci3 (LifeScience) | 3/3] 0/3 | Fendplsof3D Aninaion | 3|2]1[ 5] [eMCrotasionicnumes [3 [2 [215 ‘Design and Production 3i3fofs EMC Professional Course? | 3 | 2 | 1 | 5 Process | EMC Professional Coursed | 3.| 2 | 1 | 5 EMC Professional Courses. | 3 | 2 | 1 | 5 | EMC Professional Course5 | 3 | 2 5 EMC Professional Course 9 3 otal wl) 4 | 26 Total = a [26 | Sommer ee Descriptive Title U | tae | Lab | tw ium 2 (Literature) a[a[ols Capstone Project 3[alala “Tota elelole| Fourth Year : 20! Somestor Descriptio Tile U | Lec | Lab HW Descriptive Tie Ut | Lec | Lab [HW sola Goto) +f 3 [8 | 0] 3 | Toierhip Tofo|s |x| Soci 5 (Rafi eWorks| 3 | 3] 0 | 3 Foal [sf | sla [EMC Professional lective. | 3 | 2 [1 | 5 +486 hours / semester EMC Professional lesive2 | 3 | 21 | 5 EMC Professional Blectives | 3 2 [1 | 5 | Capstone Project 2 3[3 [3 “otal fae as [3 [2 1 XINNV 7 fo |e mt 0190 | 90ud i A x 20190 [sod y nie Te ¥ ‘\* 40199 | 904 ¥ zetate vo elec = = Pe edeel om =| is | a SS SS PAT TS TS OT TAT STAS dVW WO1NORND FTdNVS TT YC A : a «lala A a A ala A a afala ROS | ENCaN|resion te Save Dann A i x ala ld Ceveapnert ala ala ROS | ENCaR [Sorte Sees ele fe 8 a a 5 ele sfele Eels z ® 5 8 als 5 a 8 @ ale ele ® 2 ® a 5 © 5 ele ele 8 8 ele ele slele FROG] COROT [Game Panna elelclelele c ol. cle TOG] GO [Sane apanngT clelclclcle elo cle TWAT | GOSS [ppg aes er F 2 : cores TA | GER gra PE Canoe c ° © ° PROS] GOms [Sane Peyanngit GOST : PROG) Coe NG circa n Cares | SE cci03 PROG) COROT [vanced Ge Deion [ECOT TET | GOU0E |e Weber CONE t c ROD | GOR [Sr Pear o ‘ PROG] DAT nape ard Vane PENG "ART | B58 | ang ad Vaal ea 7S | BN [aan Sn PEN TANT] ORS eared Pima THM | CRE areal nae z se c © ale 8 2 cle z 2 ® 8 ale a ele cle PROD] BRS [areton Orn a e c clefts edison ele a [TORT anton FT CaP oa apne Prope 2 ofofofofofofclclcl{e]ofofclo]o]c FRAT JENCHE remy clelelelc vjolojofecleclo > 3 a - ANNEX C SAMPLE COURSE SYLLABUS Course Name : [CC105] Applications Development and Emerging Technologies Course Credits :3 units (2 units lecture, 1 unit laboratory) Contact Hours : 5 hours / week (2 hours lecture, 3 hours laboratory) Pre-Requisite : Computer Programming 2 Description _: Development of applications using web, mobile, and emerging technologies with emphasis on requirements management, interface design, usability, testing, deployment, including ethical and legal considerations. Learning Outcomes: By the end of the course, students should be able to: LO1. Develop specifications for a software development effort that precisely articulates the functional requirements, expected execution paths, and the explicit use of cutting edge or emerging technologies, which includes hardware devices and software library APIs. LO2. Select and use a defined coding, documentation writing, and licensing standards in a sufficiently complex software project where coding idioms and mechanisms for implementing designs to achieve desired properties such as reliability, efficiency, and robustness are practiced with respect to legal and ethical considerations, 1LO3. Undertake, as part of a team activity, an inspection of the source code and unit testing of the functional units of a sufficiently complex software project. Course Outline: Overview of software and hardware technologies Requirements Analysis and Modeling Design Principles and Patterns Prototyping and Quality Assurance Software Testing and Deployment Ethical and Legal Considerations eo ReNe Major Course Outputs: As evidence of attaining the above learning outcomes, students are required to do and submit the following during the indicated dates of the term. The rubrics for these outputs are provided Learning Required Output Outcome MCOI: A detailed specifications of a sufficiently complex software system that explicitly use cutting edge or emerging technologies. apt MCO2: A rigorous set of test data and sequence of input operations, expected results or program behavior, and the actual results or program behavior designed to comprehensively test the functional and operational aspects lof the software project. po LO3 MCO3: A documented evaluation and feedback on the software source code. MCOs: A documented evaluation of the software project with respect to software documentation, regression tests, and actual user feedback. Other Requirements and Assessments: Aside from the major course output above, major exams are required. Grading System: To pass this course, one must accumulate at least __ points through the course requirements discussed above. The maximum points that a student can obtain through each requirement are shown below. Requirement/Assessment Task ‘Maximum Points Major Exams Software Requirements, Design, and Execution Plan ‘Software Implementation, Test, and Soft Deployment ‘Class Presentations TOTAL Learning Plan: 100 Note: The HEI may choose the cutting edge or emerging technology to use. Rubrics: Giteria Txemplary ‘Receplable | Developing] Beginning | No Output 4 3 2 1 ° The application | The code works | The code The code often | Program that meets all the for typical sometimes fails | fails, even for | doesnot run requirements | input, but fails | for typical iput, | typical input ‘and for specified in the | for minor Many parts of the | Most indicated | implemented project special cases; | program restrictions were | _incorrectiy specification. the major implementation | violated (based on The codes requirements | violate indicated specifications syntactically and | are met, though | restrictions and and Program | logically correct | some minor | some pars of the restrictions) Correctness | for all cases. ‘ones are not. solution are not automatically Implementation of | Some implemented gets O for this the program implementation | using appropriate course output. follows the of the program | programming indicated violates constructs uldelines and | indicated does not violate | restrictions indicated restrictions, The implementation also exhibits appropriate use of programming fs constructs, Answers to Answersto | Answers to Comect Fare fo questions are | questions are | questions are | understanding, | explain and correct, correct, but | correct, but ofthe problem, | justify Effective | reasonable, and | some | cannotjustity | butwas unable | workings of Commanicat | reflective of the | justifications | solution (eg, | to explain the code ion / Concept | code. The provided are | solution via trial | workings of | submitted will | Understandi | justifications ‘weak. and error, rather | code provided, | aelomatically ag | provided are thon proper merit 0 for sound. understanding this course and application of, output. concepts) | The program | Minor code | Nota functions | Minimal No internal conforms toa | formating does | / program internal dlocumentati coding standard | noteshibit | featureshave | documentation | on and code stiry | that promotes | consistency in| proper internal | and code isnot Readability | code readability. | coding documentation. | readability. readable. Internal standard documentation is comprehensive : References : 1. Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides, Design Patterns: Elements of Reusable Object-Oriented Software, Addison-Wesley, 1994. 2. Stephen G. Kochar, Programming in Objective-C 2.0, Addison-Wesley, 2009 3. George Reese, Cloud Application Architectures: Building Applications and Infrastructure in the Cloud, OReilly Media, 2009. 4, Wei-Meng Lee, Beginning Android Tablet Application Development, Wrox, 2011. 5. Stephen Fishman JD, Legal Guide to Web and Software Development, Nolo, 2007. gine, eee, ANNEX D COURSE SPECIFICATIONS CORE COMPUTING COURSES C100 - INTRODUCTION TO COMPUTING . This course provides an overview of the Computing Industry and Computing Profession, including Research and Applications in different fields; an Appreciation of Computing in different fields such as Biology, Sociology, Environment and Gaming; an Understanding of ACM Requirements; an Appreciation of the history of computing; and Knowledge of the Key Components of Computer Systems (Organization and Architecture), Malware, Computer Security, Internet and Internet protocols, HTML4/5 and CSS. Course Credits : Sunits Course Pre-Requisite : None CC101 ~ PROGRAMMING 1 Problem Solving using a general purpose programming language. The emphasis is to train students to design, implement, test, and debug programs intended to solve computing problems using fundamental programming constructs. Course Credits 3 units Pre-Requisite None C102 -- PROGRAMMING 2 Problem Solving using a general purpose programming language. The emphasis is to train students to design, implement, test, and debug programs intended to solve computing problems using basic data structures and standard libraries. Course Credits : Sunits Pre-Requisite : CC101~ Programming 1 C103 - DATA STRUCTURES AND ALGORITHMS 6. The course covers the standard data representation and algorithms to solve computing problems efficiently (with respect to space requirements and time complexity of algorithm) This covers the following: Stacks, Queues, Trees, Graphs, Maps, and Sets. Thorough discussion of sorting and searching algorithms and hashing is covered. Course Credits 2 Sunits Pre-Requisite : CC102- Programming 2 CC104 - INFORMATION MANAGEMENT This course covers information management, database design, data modeling, SQL, and implementation using a relational database system. Course Credits 3 units Course Pre-Requisite CC103 - Data Structures and Algorithms CC105 - APPLICATIONS DEVELOPMENT AND EMERGING TECHNOLOGIES Development of applications using web, mobile, and emerging technologies with emphasis on requirements management, interface design, usability, testing, deployment, including ethical and legal considerations. Course Credits : Bunits Pre-Requisite CC102 - Programming 2 CORE EMC COURSES EMC200 - FREEHAND AND DIGITAL DRAWING. This course introduces fundamental image development using traditional and modern (software-based) drawing tools. Freehand drawing is one of the foundations in effective rendition of design for higher levels of multimedia development. It explores a comprehensive range of drawing methods and topics such as Morphological Analysis, Still Life Drawing, Light and Shade Principle, and Perspective Drawing that serve as guiding principles for the heuristic development of design media, Furthermore, in this course, the students are introduced to color theory and color representation models used in preparing digital media assets. The course emphasizes the application of color theory and styling in producing eye catching images and videos. Course Credits : Sunits Course Pre-Requisite : None EMC201 -- INTRODUCTION TO GAME DESIGN AND DEVELOPMENT The course gives an overview of the game development process from conception to production. It also discuses a history of game development here and abroad, and exposure to the positions, job responsibilities that each member of a game development team has along with the industry requirements for the creation of a game design document (GDD) and technical design document (TDD). Game design includes game play, storytelling, challenges, and basic interactive design, which includes interface design, information design, and world interaction. Students will experience designing a small casual game and understand the complexities in developing these projects. The experience will be used as a foundation for more advanced courses in the program. Course Credits : Sunits Pre-Requisite : CC102- Programming 2 EMC202 - COMPUTER GRAPHICS PROGRAMMING In this course, students will be given an introduction to the mathematics of computer graphics as well as how they may be applied to create 3D graphics programs. The learning approach of the course is to introduce computer graphics and it mathematics through a top-down approach focusing more on the applications of the mathematical concepts and limiting mathematical derivations and bottom-up learning only to some particular areas of the study. Topics included in this course are the requisite review of needed math concepts (points, vectors, matrices), graphics transformations, rendering of primitive geometries, shading and illumination (concepts and applications), and use of OpenGL. Course Credits 3 units Pre-Requisite : C103 - Data Structures and Algorithms EMC 203 - USABILITY, HCI, AND USER INTERACTION DESIGN ‘The course focuses on imparting to students the techniques in making software more intuitive to use and hence making it easy for target users to learn its fundamental functions and features. This course includes the principles of human computer interaction and user interface design techniques. Course Credits > Suits Course Pre-Requisite (C102 - Programming 2 EMC 204 ~- PRINCIPLES OF 2D ANIMATION In this course, the fundamentals of animation (which includes timing, physics, and movement arcs) and design and production of 2D digital animation using appropriate software are reviewed. Students explore the range of possibilities and limitations of dynamic media and digital animation. Course Credits 3units Course Pre-Requisite ©: © EMC 200 - Freehand and Digital Drawing EMC 205 - AUDIO DESIGN AND SOUND ENGINEERING Sound is a crucial element in film, video, animations, the web and any form of multimedia. The uses of sounds and the moving image in multimedia production are tackled herein. Core production skills of recording, digitizing, editing and manipulating of sound samples, musical acoustics, and digital sound theory are learned in this course. Students will be able to create, manipulate, engineer and orchestrate appropriate sounds and sound effects for a particular genre of theme, Course Credits 2 Sunits Course Pre-Requisite EMC 201 - Introduction to Game Design and Development EMC 206 - SCRIPT WRITING AND STORY BOARD DESIGN This course provides students the training in developing the blue print of a proposed video which indicates the order of events in a story, its dialogues and also the visual treatment and Y & style. The students will be trained in designing story boards for subsequent use in animation or game development projects. Course Credits 3 units Course Pre-Requisites CC 100 - Introduction to Entertainment and Multimedia Computing (includes Professional Ethics) and GE Course on Creative Writing In this course, students learn the fundamentals of 3D animation which include techniques such as keyframe animation and motion capture animation. Students will be trained to develop a keen sense of observation to understand motion, movement, and acting and how those create moods and communicate non-verbal messages. Course Credits : 3units Course Pre-Requisite © : © EMC204 - Principles of 2D Animation EMC 208 - DESIGN AND PRODUCTION PROCESS This course covers the design and production process in the field of game development. It will cover how the game is built, including the many of the processes required to get a game done from start to finish, Course Credits, 2 Sunits Course Pre-Requisite ©: EMC. 201 - Introduction to Game Design and Development PROFESSIONAL COURSES -- GAME DEVELOPMENT GD 301 - GAME PROGRAMMING | This course uses a component-based approach to develop a small game engine with features for rendering 2D graphics, animation and special effects. It also has the basic capabilities to manage input, audio and collision detection features with minimal optimizations. Course Credits 3 units Pre-Requisite : CC102-- Programming 2 GD 302 - GAME PROGRAMMING II This course uses a component-based approach to develop a basic 3D game engine with features for rendering 3D graphics, animation and special effects. It also has the basic capabilities to manage input, camera, audio and collision detection features with minimal optimizations. Course Credits > Bunits Pre-Requisite 2 GD301~ Game Programming 1 GD 303 ~ APPLIED MATHEMATICS FOR GAMES This course covers a range of mathematical concepts applied to games. Topics include vector algebra, matrices, analytical geometry, trigonometry, and probability theory and statistics as applied to modelling and simulation Course Credits : units Pre-Requisite GE Mathematics Series GD 304 ~ APPLIED GAME PHYSICS The course introduces the application of known laws of physics into a simulation system or 3D game engine so that the graphics effects appear more real to the observer. In this course, computations are typically performed using discrete values, Topics included are simulation of Newtonian physics, collision detection, and particle movements. Course Credits 3 units Pre-Requisite : GEGeneral Physics GD 305 ~ GAME PROGRAMMING 3 This course will address advanced topics in game development that are also modern practices in the industry. The course, which is a continuation from Game Programming 2, will tackle more 3D concepts and theories which are slowly being adapted as standard practices for high- end graphics in computer games. At the end of the course, students will be familiar with and be able to apply these concepts by optimizing their projects and adding high-quality special effects. Course Credits units Course Pre-Requisite GD 302 -- Game Programming 2 GD 306 - ARTIFICIAL INTELLIGENCE IN GAMES ‘The course is about the algorithms behind Artificial Intelligence in games. Solutions for common algorithmic problems will be discussed and analyzed. Focus will be primarily on single-player games for this course. It covers Knowledge Representation, Search Techniques (Uninformed, Informed, Adversarial), and an introduction to Machine Learning techniques (Gupervised and Unsupervised) as applied in games. Course Credits 3 units Course Pre-Requisite : — CC103 ~ Data Structures and Algorithms and all GE math subjects GD 307 ~ ADVANCED GAME DESIGN In this course a student will learn the intricacies of certain aspects of design. These include, but are not limited to, level design, balancing, economy, multiplayer, monetization based design and dynamic content creation. Course Credits Suits Course Pre-Requisite : | EMC201 - Introduction to Game Design and Development gm, GD 308 - GAME NETWORKING In this course, students will learn to create network capable games. They will also learn the underlying aspects that developers and designers need to consider when building games that uses networking technology ~ covers game play, security and communications. Course Credits 3-units Pre-Requisite + CC103 - Data Structures and Algorithms and GD 301 -- Game Programming 1 GD 309 - GAME PRODUCTION This course trains the students on the intermediate to advance methods of planning, coordinating and implementing a project, especially involving game development. Core skills such as communication, leadership, team building, and conflict resolution are covered as well as budgeting and scheduling. Course Credits : BS units Pre-Requisite : 4ihyear standing PROFESSIONAL COURSES -- DIGITAL ANIMATION-TECHNOLOGY DA 301 IMAGE AND VIDEO PROCESSING In this course, students learn the fundamental operations on images and videos. Image processing includes Euclidean geometry transformations, color corrections, image recovery techniques, compositing, segmentation, differencing and morphing, and alignments, Video processing includes audio-video splitting, synchronization, and video transformations. Course Credits : Sunits Course Pre-Requisite ©: CC103 ~ Data Structures and Algorithms DA 302 ~ MODELLING AND RIGGING In this course, students learn how to develop character assets in varied gradients of detail based on given concept arts. Students also learn the mechanics of rigging a model with skeleton and muscle structures which animators may move about in an actual animation production. Students will learn the theory and proper placement of critical structures based on the animation quality required and timescale. Course Credits : Suits Course Pre-Requisite ©: EMC 207 Principles of 3D Animation DA 303 ~ LIGHTING AND EFFECTS In this course, students learn the fundamentals of lighting controls and artificial visual effects as applied to 3D animation. Students experience a hands-on control of light and light sources using appropriate 3D animation suite. Proper and practical use of artificial effects to embellish portions of, or all of, a composited animated short is covered. Course Credits : 3units Course Pre-Requisite : © EMC 204- Principles of 3D Animation DA 304 ~ ADVANCED SOUND PRODUCTION This course builds on the sound design and production subject. Advanced techniques in sound production including the use of custom developed software will be covered. Students will learn to solve technical sound production problems beyond the solutions offered by popular software. Course Credits 3units Course Pre-Requisite EMC 205 - Audio Design and Sound Engineering DA 305 - ADVANCED 2D ANIMATION This course builds on the principles of 2D animation subject. Advanced techniques in preparing 2D animation assets for use in games will be covered including automatic generation of 2D animation assets through programming. Course Credits 3 units Course Pre-Requisite : © EMC 204 - Principles of 2D Animation DA 306 -- ADVANCED 3D ANIMATION & SCRIPTING In this course, students learn how to write scripts to generate repeated animation effects and pre-determined movements. Students will learn in general the basic structures used in numerous scripting languages and will learn in detail the scripting language of a specific 3D animation software tool (e.g, Phyton for Blender and MEL for Maya). Course Credits : Sunits Course Pre-Requisite ©: EMC 207- Principles of 3D Animation DA 307 — TEXTURE AND MAPPING In this course, students learn how to develop texture maps and application techniques, in particular direct mapping and multi-texturing - light mapping, and bump mapping. Texture filtering, aliasing reduction techniques such as bilinear interpolation and trilinear interpolation, clamping, and warping are covered. Course Credits > Sunits Course Pre-Requisite ©: © EMC 207- Principles of 3D Animation DA 308 COMPOSITING AND RENDERING In this course, students learn the compositing techniques and efficient rendering methods using an appropriate 3D animation software suite. Course Credits : Sunits Course Pre-Requisite © : © EMC 207- Principles of 3D Animation - ae DA 309 -- ANIMATION DESIGN AND PRODUCTION In this course, students do collaborative work with each other fo design and produce a short animation project given a complete storyboard to work on. Course Credits : 3 units Course Pre-Requisite 4 year standing

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