MFA Computer Arts Curriculum
The MFA program in computer arts is multidisciplinary by nature. As technology and software evolve, new opportunities for creative self-expression emerge. Specific departmental course requirements are kept to a minimum with students meeting their departmental advisor to determine which classes are appropriate for their planned course of study. Students may concentrate their studies in animation, motion design and experimental art, or pursue a multidisciplinary course of study.
Students who wish to enhance their studies within the fields of photography, fine art and film can also take courses in the MFA Photo, Video, and Related Media, MFA Fine Arts, and MPS Film Direction Departments with respective chair permission.
The MFA Computer Arts department recognizes both the dramatic capabilities and rapid speed of development related to generative AI image, animation, music and text creation. It is the policy of the department to actively encourage the research, experimentation and use of such tools by our students in collaboration with their instructor and congruent with SVA's academic integrity policy.
Individual progress is assessed each semester to determine a student’s readiness to proceed to the next level. Although most students earn their degrees in four semesters, some find it necessary or desirable to study for five or six semesters before completing the thesis process. Extended study in the program is determined on an individual basis and important considerations such as course work, visa extension and financial aid must be resolved before extended study can be approved.
The recommended course load is 15 credits per semester. All students must be registered for a minimum of 9 credits per semester in order to remain enrolled in the program.
General Requirements
- Successful completion of 60 credits, including all required courses and the thesis project. Documentation of all thesis projects must be on file with the MFA Computer Arts Department to be eligible for degree conferral.
- Participate in a public thesis presentation.
- Students are required to maintain a minimum grade point average of 3.0 (B) in order to remain in good academic standing.
- Link copied to clipboard!
First-Year Requirements
First-Year Course Requirements
Students must take all of the courses listed under Requirement A and at least two courses from Requirement B and two courses from Requirement C. Students may elect to take one of the courses from Requirement B in their third semester of study.
Requirement A
HSG-5010 Computer Systems I
SDG-5010 Digital Art Seminar I
SDG-5015 Digital Art Seminar II
Requirement B
HSG-5232 Programming for Animators
HSG-5266 Technical Direction
HSG-5524 Modern Web Practices
HSG-5531 Electronic Portfolios
HSG-5611 Creative Programming for Artists I
HSG-5612 Creative Programming for Artists II
Requirement C
SDG-5147 Animation Culture
SDG-5163 Video Art and Beyond
SDG-5452 New Media in Contemporary Art
SDG-5534 Theory, Criticism and History of Time-Based Media
SDG-5541 Ecstasy and Apocalypse
SDG-5572 Art and Technological Revolutions
- Link copied to clipboard!
Second-Year Requirements
Second-Year Course Requirements
The thesis process begins in the second year and includes a number of requirements that must be completed by due dates set according to the expected date of graduation. Second-year students must register for all of the following courses:
SCG-6950 Thesis I
SCG-6951 Thesis Research and Writing I
SCG-6955 Thesis II
SCG-6956 Thesis Research and Writing II
- Link copied to clipboard!
General Course Listing
General Course Listing
The courses that follow reflect the offerings for the 2024-2025 academic year. For additional course details please visit the Registrar page and click on the Graduate Course Listing.
Studio Courses
SCG-5247
Narrative and Visual Storytelling
Fall semester: 3 credits
This course will study the structural elements underlying animated entertainment, traditional and experimental narratives. Story structures will be analyzed to discover what content can be conveyed within 30 seconds, a few minutes or longer in art and entertainment. We will focus on the key elements of storytelling, including the development of concepts, such as the central dramatic question, inciting incident, idiosyncratic characters and spaces, conflicts and needs, mounting tension, reversals and resolution. Visual language will be addressed by gaining a familiarity with camera shots, movements, angles and placement. Through short assignments, students will develop original scripts, concept sketches, storyboards and animatics. The basics of previsualization will be covered. An examination of key works in the field is included.
SCG-5258
Digital Storyboarding
Spring semester: 3 credits
The role of the art department, particularly in feature films, has expanded from being a front-end process to being actively involved throughout the production. This course will focus on honing the craft of visual development through creating concept art, storyboards, animatic production and previsualization. Using digital imaging and video, students will apply their creativity to the latest techniques in digital storyboarding. These techniques will be explored through short assignments and group critique. Screenings of key works that range from feature films and independent productions to commercials will provide a forum for discussion.
SCG-5386
3D Modeling and Animation
Fall semester: 3 credits
The technical concepts of creating computer-generated 3D imagery will be the focus of this course. We will also examine the application of the aesthetic concepts of traditional animation to creative 3D animation. Geometric construction, surface texturing, scene illumination and cameras will be covered. Techniques such as squash-and-stretch, anticipation, follow-through, overlapping action, arcs of motion, exaggeration, staging and appeal will be explored. Assignments integrate technical and aesthetic information into short, creative 3D animation projects.
SCG-5401
Advanced 3D Techniques
Spring semester: 3 credits
This course will demonstrate advanced 3D techniques in animation, texturing, lighting and rendering. Students will explore aesthetic concepts that establish mood, environment, time of day and color through the use of light. Conveying character will be emphasized through acting and movement. Short assignments will focus on developing animated characters and their imaginary worlds. The use of the production pipeline and development of a professional workflow will be introduced.
SCG-5422
Advanced Modeling Concepts
Spring semester: 3 credits
Creating distinct animated characters is one of the most challenging aspects of modern cinema. This course will explore how to create 3D characters from design to modeling and setup through the development of a character pipeline. Considerations in character design will be covered from art direction, visual references, concept art, the maquette and 3D modeling to rigging techniques. Professional criticism to enhance creativity when working in a collaborative environment will be emphasized. By the end of the course, students will have created both a character they can easily animate and a document to illustrate their creative choices made throughout the character development process.
SCG-5427
Character Animation
Fall semester: 3 credits
This course provides students with a workshop setting in which to deepen their understanding of body movement and how to convey emotion while solving complex animation problems. Technical instruction will include areas such as forward and inverse kinematics, simple scripting and the power of the graph editor. Acting for animators and facial expressions will be practiced extensively so that students can better understand how to convey fluidity of movement and expression in animated characters. The course will be divided into lectures, demonstrations, tutorials, in-class exercises and critiques.
SCG-5471
Dynamics and Particle Systems
Fall semester: 3 credits
This course is a comprehensive introduction to procedural effects in SideFX Houdini. Students will begin with exploring the fundamentals of procedural workflows and quickly dive into creating dynamic simulations using rigid bodies, particles, fluids and more—all with the goal of gaining an understanding of how data moves in the program. Other topics will include importing, processing and exporting geometry to and from other software, instancing, VEX and HScript, SOPs and VOPs contexts, and volumes and VDBs.
SCG-5489
Digital Matte Painting
Spring semester: 3 credits
Matte painting has been used since the dawn of motion pictures, and continues to be an important component of making movies: spanning Georges Méliès’s pioneering 1902 film, A Trip to the Moon, to James Cameron’s groundbreaking 3D spectacle, Avatar. While matte paintings were once created on location using large sheets of glass, the digital revolution has extended its use and versatility by combining traditional painting skills with cutting-edge technology. Beyond the technical challenges of creating photorealistic landscapes and interiors, matte paintings have an essential role in capturing the filmmaker’s vision, and remain the most cost-effective way to create panoramic shots without building expensive sets. Additionally, how to best research image banks and libraries will be discussed. Students will explore the principles of matte painting through assignments and exercises.
SCG-5532
Compositing
Fall or spring semester: 3 credits
This course will survey a range of aesthetic issues, practical techniques and software applications used for digital compositing. The role of compositing in feature film and television commercial production will be examined in depth through practical examples. Students will be assigned short projects that reflect the ideas and techniques discussed in class and will present their creative work for critique.
SCG-5561
Video Production: From Concept to Completion
Fall semester: 3 credits
The focus of this course will address professional video production workflow methods in order to tell compelling cinematic stories. Through demonstrations, assignments and discussions, we will investigate setting up a video shoot, cinematography, camera functionality, lighting, color correction, audio recording and editing. All of these techniques will be examined in terms of how they relate to creating an engaging narrative. Assignments will concentrate on aesthetic and technical issues and how to troubleshoot throughout the production process.
SCG-5573
Video Projects
Spring semester: 3 credits
This course will include demonstrations and exercises in project development, production and editing, as well as ongoing class critique. It is designed to provide students with control of moving-image content, craft, film language and techniques. We will explore these elements in light of emerging practices through different styles, current trends and technology. Students will produce short video and mixed-media projects that will be presented for group critique. Lecture topics include directing, storytelling, the creative use of lenses, cinematography, and editing philosophies.
SCG-5579
Editing for Animation
Fall or spring semester: 3 credits
Focusing on the basics of film language and industry standards for animation editing, this course will explore creative editing decisions for animation students. Both the significant and subtle differences between editing for animation versus film will be highlighted, with students gaining a solid understanding of the editor's role in the animation production pipeline. Through a series of lectures, projects and critiques intended to build an editor's instincts, students will learn by doing, with the goal of applying these skills to their broader body of work and expanding their editorial eye, heart and mind.
SCG-5639
Digital 2D Animation: Tight Tie Downs
Fall or spring semester: 3 credits
Have you ever seen a fluid and dimensional piece of rough animation—a tie down—and wondered how to create one? This course will cover an overall approach to animation as a process. This approach will work for experienced animators looking to improve their technique, or newcomers who want to get an overview of how great animation is made, and try their hand at some fun explorations. Assignments will start with sketching/boarding, then move into layout and rough animation, and culminate in a finished piece. Throughout the course, students will refine the same piece of animation until they start to see how this process can be applied to all animation jobs. Halfway through the semester, we’ll start over from scratch to iron out mistakes in the first pass. The goal is to give students the tools to begin a career as a top-tier digital 2D animator.
SCG-5628
3D Animation for 2D and Motion Graphics Artists
Fall semester: 3 credits
This course explores the integration of 3D into traditional 2D workflows, leveraging tools like Cinema 4D. Designed for both novice and advanced 2D artists, assignments highlight the fusion of 2D and 3D animation for broadcast design, with a specific focus on seamlessly compositing 2D character animation and typography into dynamic 3D environments. The curriculum also explores the latest features of Adobe After Effects, emphasizing true 3D and physical rendering to prepare students for success in the evolving digital animation landscape.
SCG-5640
Techniques in Experimental Animation
Spring semester: 3 credits
Various experimental methods used to create animations will be explored in this course. Students will gain an understanding of many tools, working both in traditional and digital 2D animation. Techniques such as cut-out animation, stop-motion, compositing and found footage collage will be covered. Emphasis will be on art direction and design, including composition, rhythm, color, editing and sound. Non-narrative and experimental storytelling methods and theories will be studied through film screenings and talks with experimental animators and artists.
SCG-5641
Motion Design I
Fall semester: 3 credits
Graphics that move, but how? This foundation course will explore the tools and production pipeline within Adobe After Effects and related Creative Cloud applications. Students will be encouraged to investigate trends and software while producing creative work with a focus on art direction. Independent motion graphics projects, as well as television commercials, will be discussed throughout the course as examples of current techniques and what is creatively possible. Assignments will also provide a catalyst for group critique.
SCG-5642
Motion Design II
Spring semester: 3 credits
This course is intended to go beyond the basics of motion graphics and assist students in refining their personal style. Advanced techniques relating to combining 2D and 3D animation, live action and stop motion will be explored in depth. Coursework will be complemented by guest lecturers and workshops given by industry professionals. Students will complete the course with a reel that showcases both their creativity and knowledge of the software.
SCG-5673
Sound Workshop
One semester: 3 credits
This studio course will explore the many forms of sound art and the deep connection between sound and imagery. There will be an equal emphasis on compositional aspects, including form, structure and texture, and building technical skills, including field and studio recording, audio editing, digital signal processing and basic mixing techniques using Avid Pro Tools software. Emphasis will be placed on "outside the box" thinking regarding the possibilities of sound creation. Class time will be divided among lectures and discussions, field trips and practical/technical exercises. Lecture topics will include how to really listen, psychoacoustics and concepts in sound art composition, and sound design for moving images. Practical projects will focus on generating sound art compositions for a variety of creative applications.
SCG-5674
Sound Workshop: Midi Workshop Using Ableton Live
Fall semester: 3 credits
Intended for students who want to expand their ability to compose within the medium of sound, this course will focus on the conceptual and technical contexts for the composition of computer-based music. Coursework will consist of individual creative projects, in-class project presentations and discussion. The course will focus on interactive sound possibilities for installation and performance applications utilizing Ableton Live, Max for Live, sensor technologies and Arduino, and will culminate in a final project of each student’s own design.
SCG-5736
New Forms in Media
Fall semester: 3 credits
Media art pioneer Bill Etra claimed that the medium would mature once the tools became “as common as pencil and paper.” Today, people around the world make and consume media all day, living through our screens as much as in real life. This studio course will investigate new forms of expression for our mediated world. We will explore technologies that include real-time, modular and projection mapping tools. Interactive and performance video forms and their technologies will also be examined through the many ways that media art can be displayed, such as multichannel and immersive environments. Emerging decentralized media art distribution systems, including NFTs, will be researched. Students will complete a project in at least two of the following mediums: Internet, installation, visual performance, interactive video, generative, sculpture, hybrid forms.
SCG-5744-A
Worldbuilding with Unreal
One semester: 3 credits
In this course students will discover how to apply storytelling skills to worldbuilding in real-time environments while integrating user interaction and experience design. Using megascans, Fab and other optimized libraries, students will create environments and use procedurally generated content to build worlds. We will explore character creation and animation with prebuilt libraries as well as look at real-time navigation and interaction within these worlds. Students will learn basic production pipelines using Unreal Game Engine and will complete the course with a fully realized real-time project, whether for film, game, or VR experience.
SCG-5761-A
Experiments in Virtual Production
Spring semester: 3 credits
This course explores the various new filmmaking and animation techniques loosely defined as Virtual Production. Virtual production combines CGI, augmented reality, motion capture and generative AI technologies to create integrated environments and effects. In this course, we will start by exploring real-time performance capture (facial and body mo cap) within the Unreal Game Engine. We will then explore green screen work with actors and lighting on virtual sets that we create. We will also be introduced to working on a real virtual set with complete LED Walls. While assigned projects include still, time-based and interactive works, because of the different methods and techniques, most of the work will be done in group projects. Students will have the opportunity to develop artwork through critique and discussion of historical and aesthetic perspectives of computer art.
SCG-5782
3D Design and Fabrication I
Fall semester: 3 credits
This course will examine several methods of virtual to digital output. It will cover the software programs needed to successfully translate creative ideas into a file format that will be used for printing and cutting, or to machine-build a project. Applications include SolidWorks, Rhino, Modo, SketchUp, Sculptris, Adobe Photoshop and Illustrator, Geomagic, MasterCam, Vcarve Pro and Cut3D. Weekly assignments will familiarize students with 3D scanning and printing, laser and CNC milling and cutting machines, and other techniques. The works of well-known artists who use these technologies as well as the history of these types of artistic production will be discussed.
SCG-5783
3D Design and Fabrication II
Spring semester: 3 credits
This course is a continuation of SCG-5782, 3D Design and Fabrication I. After mastering the basics of digital and mechanical methods of making art, students will begin to work on advanced projects. Class time will include discussions on the evolving aesthetics of this type of work. Students will produce several projects during the course of the semester, or may use this class as an adjunct for fabricating their thesis projects.
SCG-5829
Game Design
Spring semester: 3 credits
The study of interactive design is at the core of what is unique to making art on the computer. Game design is the creation of interactive, self-contained systems of rules that usually contain a challenge and a victory condition. This course is geared not only toward those interested in the game industry, but also toward those interested in creating compelling and meaningful interactivity. This goal will be met through the exploration and critique of the work of interactive artists and commercial game designers. The course will include guest lectures by artists and game designers, as well as readings and assignments.
SCG-5833
Introduction to TouchDesigner
Fall semester: 3 credits
In the evolving world of live events, new media and installation art there is a need for complex technology and generative solutions. In this course we will examine the usefulness of one such tool, TouchDesigner—a vast and powerful, node-based, programming environment. Some of the features and tools that TouchDesigner provides are projection mapping, VR support, real-time 3D rendering and compositing, and application building. All of these things are in one package. Students will explore these tools through a studio approach. Each week students will learn a new skill, apply it, and then continue to build on each skill throughout the semester leading to a final project. By the completion of this course, students will have a solid foundation of programming skills required to develop in the TouchDesigner environment.
SCG-6142-A
Immersive Media: Projection, Lights and Screens
Fall semester: 3 credits
Dive into the dynamic world of experiential and immersive art with this immersive media course. Harness a studio-driven approach that empowers students with both the technical toolkit and the conceptual understanding needed to explore groundbreaking practices in immersive media. This thriving industry fuses elements of new media art, experiential design and interactive installation, creating a vibrant tapestry of art, technology and innovation. Unlock your creativity through hands-on assignments with projection-mapping techniques and practices, physical lighting interfaces and protocols, real-time 3D and 2D rendering, and multiscreen outputs that bring your visions to life on TVs, monitors and LED walls. You’ll explore industry-standard software like TouchDesigner, as well as Unreal Engine—setting the stage for a transformative artistic journey. By mastering these skills and methodologies, you’ll build a solid foundation in presentation and lighting tools essential for crafting immersive experiences in your art practice.
SCG-6144-A
Immersive Media: Sensors, AI and Interaction
Spring semester: 3 credits
Embrace a studio-driven approach that empowers students to explore the field of immersive interaction. As the industry of immersive media evolves at an accelerated speed, staying ahead of the curve means mastering the latest technologies and tools that are transforming the artistic landscape. This course explores the essentials of real-time motion-tracking sensors, 2D AI tools and audio-responsive systems that make your creations come alive. You’ll harness the power of real-time 3D and 2D tools to craft captivating experiences that engage your audience. Get hands-on with industry-leading software that alters how artists interact with technology, including TouchDesigner, Google MediaPipe, Stable Diffusion and VCV Rack. By grasping these innovative methodologies, you’ll build a solid foundation in interaction and generative tools, enabling you to create immersive experiences in your art practice.
SCG-6167
Production Issues: Animation I
Fall semester: 3 credits
The production of animation projects will be examined in this course through such topics as scene layout, camera, motion, shading, lighting, effects, rendering and compositing. Focusing on production methods as they are practiced in the professional realm, assignments will address the conceptualization, design, scheduling and techniques of animation production for thesis projects.
SCG-6168
Production Issues: Animation II
Spring semester: 3 credits
A continuation of SCG-6167, Production Issues: Animation I, this course goes into greater depth in the examination and discussion of thesis projects and professional production methods. Advanced techniques in lighting, shading and rendering will be addressed.
SCG-6413
Motion Graphics: Visual Storytelling, Creative Strategy and Design
Fall semester: 3 credits
The course is for open-minded thinkers who want to explore their creative vision and learn the art of communication through motion media and conversation through the process of creative problem solving, design and strategy. Each session includes a short lecture component and small group in-depth critiques. The goals are to guide students to develop strategic creative solutions, to inspire them to create moving images that are unique, and to create confidence in talking about their work and creative choices. We will focus on how to identify an audience, communicate a clear vision, the decisive use of varied mediums and typography.
SCG-6432
Production Issues: 2D and Motion Graphics I
Fall semester: 3 credits
Serving as an expansion upon the topics addressed in first-year motion graphics, this course will explore the workflow of a professional production artist. Photoshop timelines, advanced camera techniques in Cinema 4D and the Adobe After Effects pipeline, character animation, the framing of a story through collage and sound will be covered. Each week, a task is assigned to create elements toward a final project and/or demo reel.
SCG-6433
Production Issues: 2D and Motion Graphics II
Spring semester: 3 credits
The focus of this course is from the standpoint of compositing, including the use of green screen, tracking and the combining of 2D/3D and live-action elements. The fundamentals of using video for compositing will also be covered. Students will experiment with advanced techniques for visual effects. Additionally, analysis of the trends of current motion graphics and glitch art, along with the subject of distortion—visually and through sound—will be explored.
SCG-6561
Sound Design
Fall semester: 3 credits
The fundamental principle of sound design is simply to explore the possibilities for underscoring an image or time-based work. There are principles of music that work with time-based media (motion graphics, animation, stop motion, networked media), interactive media and games. Topics for the principles of music include: selection and use of prerecorded material, creation of music and audio content, the connection of music and sound production for animations, websites, DVDs and videos, as well as music inherent in illustration and photography leading to developing the final track. Discussions will center on the differences between working with sound in a narrative or interactive environment, along with the static images of illustration and photography.
SCG-6572
Seminar in Musical Choices
Spring semester: 3 credits
Guiding students toward designing a sound environment that is properly connected to their thesis project is the premise of this course. Animation and motion graphics students will work with a sound accompaniment to support the story line and the motion of characters, or abstract visual elements involved in their thesis projects. Fine artists, web designers and installation artists can achieve a strong musical reference point in order to formulate a soundtrack that speaks to their creative work. Students will learn how to make music choices for projects that will guide the artistic vision or to enhance the already conceived image.
SCG-6626-A
Production Issues: Experimental Art
Spring semester: 3 credits
Geared toward students working on their own projects in the area of installation art, interactive video, sound art, or performance, this course will address issues surrounding creative projects and follow these projects to completion. Topics will include timeline and budgets, contractual issues for hiring musicians/engineers, testing and documentation. We will also discuss networking, press materials, CV, promotion, identifying funding sources and grant writing. How digital artworks can survive in a time of constant technological changes will be addressed.
SCG-6950
Thesis I
Fall semester: 3 credits
The thesis project consists of documented research and a body of creative work. The project should reflect individual direction and interests while encouraging collaborative and complimentary partnerships. Successful completion will be attained through the creative use of the computer and emerging technologies as well as their potential in the chosen area of practice. This course is intended to guide students through the initial stages of their thesis through experimentation and iteration. A forum for discussion of storytelling and execution, as well as critique of work-in-progress with faculty and visiting artists will be provided. Throughout the year, students will work with a thesis group leader and the department chair.
SCG-6951
Thesis Research and Writing I
Fall semester: 3 credits
Intended to help students to refine their research skills and articulate concepts and context, this course will focus on finalizing the thesis proposal, and the thesis research paper. Students will meet with the instructor in groups and individually several times during the semester. The critique and review sessions will be open to all thesis students every week.
SCG-6955
Thesis II
Spring semester: 3 credits
A continuation of SCG-6950, Thesis I, this course is geared to achieving the goals outlined in thesis proposals. Weekly group and individual critiques will be held.
SCG-6956
Thesis Research and Writing II
Spring semester: 3 credits
A continuation of SCG-6951, this course is intended to help students prepare the written materials needed to introduce their art practice. It will focus on the artist’s biography, statement, résumé/CV, project description and a press release. Students will meet with the instructor in groups and individually several times during the semester. The critique and review portion will be open to all thesis students every week.
SCG-6982-A
Thesis Continuation
One semester: variable credits
This course will guide students who are in the final stages of thesis production through the completion of their thesis by providing a forum for discussion and critique of work-in-progress. The required credit amount for Thesis Consultation will be based on review of the student's progress and ability to meet all degree requirements.
Independent Study
One semester: 3 credits
Independent study is granted to students who wish to pursue a special project not covered by the parameters of the curriculum. Students work independently under the supervision of an appropriate faculty member or professional sponsor. Students must submit a detailed proposal that outlines their goals, must meet the GPA requirement for independent study, and must receive approval from the departmental advisor and the department chair. At the end of the semester, a summary of the completed work is required.
Internship
One semester: 3 studio credits
Students can gain valuable experience and broaden their professional network through an internship with an employer. Internships-for-credit are available to juniors and seniors who have earned a cumulative grade point average of 3.25 or better. To receive credit, students must apply online during the designated application period, be approved by the Career Development Office, and registered for the internship by their academic advisor. Students need to work 150 hours during the semester (usually 10 to 15 hours per week), participate in a weekly online course with other SVA interns, and complete midterm and final self-evaluations. Elective studio credit is awarded for the successful completion of an internship. For more information go to sva.edu/career.
Programming Courses
HSG-5010
Computer Systems I
Fall semester: 3 credits
The purpose of this course is to give an overview of the inner workings of computer systems. It will cover the many facets of computers, including logic, hardware, programming and software, how they communicate to create networks and how to use that knowledge to make informed technical choices. It will review the theory, history and cultural context behind the emergence of computer systems, which has shaped the current technological state of affairs. Students will also learn to configure hardware and software for specific tasks, including motion graphics, 3D animation and fine art.
HSG-5011
Computer Systems II
Spring semester: 3 credits
The MFA Computer Arts Lab is a sophisticated and complex network of computers, peripherals, software, servers and other high-end components. If students are to take advantage of the true potential and power of the MFA lab, indoctrination in “real-world” problem solving is necessary. This course dissects, researches and solves systems problems that prepare students to successfully execute computer arts projects, including a thesis project. In addition to lectures, field trips will be made to state-of-the-art facilities.
HSG-5232
Programming for Animators
Fall semester: 3 credits
The ability to write scripts (short programs that control other software) is one of the most powerful skills that a CG artist can have. In addition to an artistic eye, it is perhaps the skill that most frequently separates a run-of-the-mill artist from an irreplaceable one. In this course, we will examine Python, which is both a full-fledged programming language suitable for building entire applications and the integrated scripting language of choice in CG software such as Maya, Houdini and Nuke.
HSG-5266
Technical Direction
Spring semester: 3 credits
The technical director (TD) is traditionally both a jack of many trades and the “hub” that brings the work of more specialized artists together into a cohesive whole. Nowhere else in the CG ecosystem will you so frequently find professionals who straddle the line between art and science. The most sought after TDs are invariably those who have multiple skills, an artistic eye and the ability to delve into the inner workings of the CG pipeline to repair and/or improve it. This course will cover advanced topics in Python scripting. We will touch upon fluid simulation, particle dynamics, cloth, procedural animation and modeling, rigid and soft bodies, and more.
HSG-5524-A
Modern Web Practices
Fall semester: 3 credits
Modern Web Practices explores the way artists, designers, and animators will explore and represent themselves specifically on the internet. Beginning from the fundamentals of web languages (HTML, CSS, and JavaScript) this course is an introduction to the practical programming to build and maintain a portfolio or online artwork as a custom vehicle, or by utilizing Content Management Systems (CMS) to their fullest potential. Understanding these concepts will be realized through assigned projects and in-class practice of tools - particularly how those have evolved since the expansion of AI tools. Students will gain a fundamental understanding of client-side web concepts.
HSG-5531-A
Electronic Portfolios
Spring semester: 3 credits
Students will explore the grouping, sequencing, distributing and presenting of their images via a website, video or tablet delivery. Since this is a digital process, students have tremendous freedom to publish their images as well as to experiment with the most effective way to present and sequence images for a wide variety of on-screen portfolio options.
HSG-5592
App Design and Development
Spring semester: 3 credits
This introductory course will explore producing applications for mobile devices and understanding their creative potential. From concept through development and testing to distribution and sales, we will address the entire process of bringing an app to users. A variety of app development paths will be discussed. With no programming experience required, students will develop a simple web app using HTML, CSS and JavaScript, and then use Phone Gap to bundle the product as an application suitable for distribution through various app stores and marketplaces. In addition, we will explore device-specific features, such as accessing the camera, using the accelerometer for motion-driven games, using geolocation.
HSG-5611
Creative Programming for Artists I
Fall semester: 3 credits
This course is intended for students with no prior exposure to programming and who want to create interactive or generative artworks. We will take a close look at the techniques used to program manipulations of video and sound works, control these with a broad range of external controllers, and work with camera and motion-tracking techniques. Software and hardware include Max/MSP/Jitter and P5.js languages, MIDI keyboards, game controllers, sensors, smartphone and tablet apps, and other hardware devices that are able to control your artwork.
HSG-5612
Creative Programming for Artists II
Spring semester: 3 credits
Intended for students with a basic understanding of computer programming, this advanced course is recommended for anyone who wants to build his/her own tools to create digital art. By the end of the semester, students should be able to program self-generating artworks and use data from the Internet to create artworks. The course will consist of lectures and presentations, along with short assignments, culminating in a final project. Software and hardware include what was covered in the introductory course.
Art History Courses
SDG-5010 / SDG-5015
Digital Art Seminar I and II
Fall and spring semesters: 3 credits: no credit
This series addresses many aspects of digital art history and theory, including the evolution of digital technologies through an examination of the key theorists and practicing artists who have defined the digital media field. The primary goal is to expose students to the broad range of ideas and forms of expression that the digital arts encompass. Students will clarify and expand their personal creative niche within the context of contemporary art and culture, through research, short written assignments and creative experimentation. The series offers a historical and theoretical foundation in the digital arts, along with establishing a familiarity with contemporary art in New York City through gallery visits, artist talks and guest lectures.
SDG-5147
Animation Culture
Fall or spring semester: 3 credits
Why do we love animation? What is it doing for us—or to us? This course will explore the impact of animation on our perception and culture through screenings, discussions and written work. We will discuss how pervasive animated worlds influence people through entertainment, games, advertising, broadcast media, medicine, law and architecture. The use of animation as commentary on topics such as politics, emotional life and intimacy will be considered. The culture of animation itself—as represented by legendary companies, people and practices of this multifaceted art form—will also be addressed. Guest speakers and field trips are included.
SDG-5163
Video Art and Beyond
Fall semester: 3 credits
This course begins by examining the emergence of video art of the 1960s, through structuralist films and the freewheeling days of “feedback” and “real-time” manipulation of the analog electronic signal. Students will examine how the barriers between artistic disciplines broke down as artists took up portable video cameras, experimented with installation, staged actions, and went outdoors to build land art. Works of contemporary video artists who move freely between painting, sculpture, photography, film, performance and other media will be discussed, as well as the contributions by musicians toward developing new working methods. The course will consist of weekly screenings, analysis of installations, readings and written assignments.
SDG-5452
New Media in Contemporary Art
Fall semester: 3 credits
This course will explore artistic developments in new media over the past century, with a particular focus on artistic practices that examine or embrace new circumstances in the media and technologies of our time. Key works will be presented and discussed in light of the evolution of creative expression. Students will also research and discuss the concepts presented by critics and theorists. The term “new media” will be treated broadly to include developments in contemporary art, interaction, Internet-based work, film, photography and radio, as well as the beliefs and expectations that accompany new technologies.
SDG-5534
Theory, Criticism and History of Time-Based Media
Fall or spring semester: 3 credits
As the first time-based medium, film quickly became a primary means of cultural expression and an icon of popular culture. Early works by Thomas Edison included live action, stop motion and animation, laying the groundwork for digital video, motion graphics and computer animation. Although digital projection, 3D and web-based technologies have begun to supersede the film medium, its history, including video and animation, provides a wellspring of ideas and practices that demand theoretical and critical analysis. This course will address the vocabulary, grammar and syntax of experimental and mainstream film language, while examining and analyzing basic film constructs, genres and forms. Focusing on these issues from an international perspective, students will explore time-based media through the works of theorists, critics and practitioners. Reading and writing assignments will be complemented by student presentations, guest lectures and discussion.
SDG-5541
Ecstasy and Apocalypse
Spring semester: 3 credits
In the 21st century, whether we choose to participate or not, technology is “us.” From smartphones, Fitbits, and the number of likes on Instagram and Facebook to the transformation of money from gold to electronic information, the boundaries between the human and the nonhuman have broken down considerably. We survive and interact increasingly because of technology. In this course we will look at the history and implications of various technologies beginning with the case study of the automobile, leading to discussions of the effects of fossil fuels, the Anthropocene and climate change, automation and the end of work, biotechnology and transhumanism, the Internet and the digital revolution, and even the effects of technology on “truth” and “fact.” Students are responsible for weekly reading and discussion, a midterm exam and a final presentation.
SDG-5572
Art and Technological Revolutions
Fall semester: 3 credits
Art and Technological Revolutions explores the impact of different technological revolutions—from the agricultural through the industrial and the birth of photography, to the digital and current artificial intelligence innovations—and how they have influenced the production of art. Students will examine the art made before and after each of these revolutions, and discuss the similarities and differences that they made possible. This course offers students a thorough understanding of the intersections between art and technology, how they have impacted one another and how they might shape a symbiotic future.
Language Skills Courses for MFA Computer Arts
SDG-5830
Integrative Language Skills I
Fall semester: no credit
This course is designed to enhance skills for listening, speaking, reading and writing. Through written assignments and in-class exercises students will develop their individual voices as well as their ability to present and collaborate. We will explore creative writing techniques based on memory, persona, story, myth and culture.
SDG-5840
Integrative Language Skills II
Spring semester: no credit
Serving as a continuation of SDG-5830, Integrative Language Skills I, in the spring semester we will focus on academic writing and research methodologies to prepare students for SCG-6951, Thesis Research and Writing I. Conceptual ideas and organizational structures will be developed, along with key vocabulary and techniques to generate questions for thesis topics.
SDG-6830
Integrative Language Skills III
Fall semester: no credit
As a supplement to SCG-6951, Thesis Research and Writing I, this course will provide additional language support to students as they write their project proposals and theses. Special attention is paid to editing, vocabulary and grammar, as well as using and documenting research and adhering to thesis protocol.
New York, NY 10011
