BFA Game & Entertainment Design

Concept Art Emphasis Requirements

Our Mission

The Game and Entertainment Design curriculum combines both technical and artistic coursework that covers the visual development, analytical, and technical skills necessary to work within the Game and Real-time Development industry pipeline

Program Learning Outcomes:

  • Creative Thinking and Problem-Solving: Game and Entertainment Design graduates will be able to engage in applied research, demonstrate proficiency with current tools and techniques, identify, analyze, and synthesize information to produce elegant and innovative solutions in the creation of real-time experiences.
  • Professional Skill Proficiency: Game and Entertainment Design graduates will create work in the area of concept art, computer graphics content creation, Engine integration and comprehension, and Game oriented narrative. The skills developed will reflect the current industry standards.
  • Collaboration: Game and Entertainment Design graduates will be able to assume responsibility for collaborative production with diverse teams across multiple media disciplines and value the individual contributions made by each team member.
  • Social Responsibility: Game and Entertainment Design students will be able to create social awareness and show compassion using their content to give back to the community by understanding the impact of media and how it relates and influences behaviors across cultures and global boundaries.
  • Communication & Presentation: Game and Entertainment Design graduates will be able to communicate effectively articulate their work and ideas while working with others in pursuit of a common goal.
  • Information Literacy: Game and Entertainment Design graduates will be able to demonstrate applied research that is focused and ethical in practice to achieve designed goals.

Degree Requirements

All programs’ curricula are developed in response to Program Learning Outcomes, which signify what students learn within a degree program or emphasis area. All program learning outcomes respond to overarching Institutional Learning Outcomes. View the BFA in Game and Entertainment Design program learning outcomes here or request information.

Course Title

Course Number

Credits

Fall Semester

Form and Figure

FNDT 100

3.00

Course Description: This course provides a comprehensive study in drawing from observation. Students begin by lear ning to draw a simple geometrical form, progressing to rendering objects within a compositional setting and drawing the entire human figure based on an investigation of its anatomical structur es. Students will develop an awar eness of the playful, rhythmic relationships between various components of a compositional sett ing and the human form, constructing drawings which reflect their unique vision. Drawing techniques such as perspective and isometric projection facilitate successful form generation. Skills of r elational measurement, compositional organization, and the accurate placement of form in space, will infor m all drawing activities such as drawing objects, figures, and environments, which will enhance students’ per ceptual abilities.


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Color and Design

FNDT 101

3.00

Course Description: Students will create innovative and impactful designs by lear ning and applying essential elements including, line, shape, color, texture, space, balance, contrast, and rhythm. Utilizing digital and analog tools, students will engage in diverse design challenges, enhancing their pr oblem-solving and critical thinking skills, as well as de veloping their visual literacy and communication abilities. Thr ough this course, students will lear n fundamental concepts relevant to today’s creative industries, laying a solid foundation for further explor ations.


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Contemporary Studio and Creative Action

CAIL 102

3.00

Course Description: Students explore the built environment, analyzing its physical, spatial, and temporal elements. This course introduces students to art and design fundamentals, including scale, material, measurement, context, and function. They will explore innovative and sustainable solutions using fabrication, techn ology, studio labs, and joint activities with other classes. This course includes the Creative Action & Integrated Learning (CAIL) component, which encourages engagement with the city of Los Angeles. Students will participate in site visits, lectures, and relevant readings that highlight cultural, social, political, ecological, or economic aspects of responsive design. Throughout the course, students will also develop pr ofessionalism and collaboration skills.


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Visual Culture 1 Gateways to Art and Culture

AHCS 122

3.00

Course Description: This introduction to visual culture will address the history of visual communication and the changes that visual culture has undergone up until the 19th century across geographical boundaries, while providing students with the tools to understand the visual culture of the present. The class will address formal analysis, the study and history of materials, techniques, and genres. Students will also learn the semiotic language of visual culture and the socio-cultural contexts framing the history of art, both in the past and present. This course will help students understand how visual objects reflect the cultural context in which they were originally produced and consumed, and how the meaning assigned to them changes over time. This will create bridges for the students to connect to the present visual culture while understanding that images are fluid signs which help create and maintain cultural, social, and political discourses.


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Writing as Discovery: Thought Lab 1

ENGL 108

3.00

Course Description: How does the world influence you, and how do you influence the world? In this class, you will discover narratives and other texts that reveal the complexity of your identity. You will apply that understanding to a broader exploration of the necessity of empathy in navigating difference in today’s global society. You will be invited to turn your curiosity into a research question about a topic that captures your interest. By the end of the semester, you will have completed a personal narrative, learned how to critically analyze diverse texts, and developed research techniques that will be valuable during your academic career and beyond. You will continue to hone these skills in a specialized Thought Lab 2 course of your choosing during your second semester. A minimum grade of "C-" is required to pass this course. Prerequisite: Successful completion of ENGL090 or placement through the Writing Placement Assessment.


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Spring Semester

Choose 6 Credits in Expanded Studio

6.00

Expanded Studio Drawing

FNDT 103

Credits: 3.00

Course Description: These drawing courses are designed to support students in preparation for their chosen majors. Students will experiment with various materials and mediums while exploring a broad spectrum of approaches to drawing as an active form of thinking, seeing, and understanding. See the schedule of classes for course offerings and course descriptions. Students must complete 6 credits from the following course options: FNDT103,FNDT104 and FNDT105. Students may take 2 courses with the same course number if the topics are different, for example FNDT103A and FNDT103B.



Expanded Studio Dimensional Studies

FNDT 104

Credits: 3.00

Course Description: Dimensional Studies explores the tangible world, built environment, and object making. Courses are offered in a variety of mediums and investigate a range of topics including spatial analysis and thinking, material experimentation, form design, digital fabrication, hand skills, and building strategies while creating in 3 dimensional and 4-dimensional space. See the schedule of classes for course offerings and course descriptions. Students must complete 6 credits from the following course options: FNDT103,FNDT104 and FNDT105. Students may take 2 courses with the same course number if the topics are different, for example FNDT103A and FNDT103B.



Expanded Studio Transmedia

FNDT 105

Credits: 3.00

Course Description: Transmedia explores strategies for visual communication. A range of cross-disciplinary studio courses investigate multi-model applications for conveying bold ideas through form. Courses invite innovative approaches to contemporary media, strengthening fluency in design principles and cultural literacy. See the schedule of classes for course offerings and course descriptions. Students must complete 6 credits from the following course options: FNDT103,FNDT104 and FNDT105. Students may take 2 courses with the same course number if the topics are different, for example FNDT103A and FNDT103B.



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Major Studio Elective

FNDT 150

3.00

Course Description: The Foundation Major elective is the introductory course in each major. Courses are numbered as ANIM101, GAME101, etc. The Foundation major elective will introduce students to a range of foundational principles in the major’s field. Students will develop a way of thinking and approaching work in the field and will have the opportunity to develop a self-reflective, creative practice. Social, cultural and/or environmental issues facing the field will also be addressed.


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Visual Culture 2: Unpacking Art, Power, & Modernity

AHCS 123

3.00

Course Description: Planned as a continuation of Visual Culture 1, Visual Culture 2: Unpacking Art, Power & Modernity offers a transparent chronology to continue but deepen an investigation of art, design and world perspectives from roughly 1800 to 1960 -- years loosely associated with "modernisms." It explores Western and non-Western, dominant, and marginalized histories during this proposed 200-year time frame, broadening and reinforcing first-year students’ historical awareness, while de-centering dominant canons. Visual Culture 2 uses multi-cultural artifacts, readings, seminar-like discussions and experiential collaborations to explore and critically analyze key works and key themes like colonialism, structural racism, xenophobia, industrialization, technology, capitalism and consumerism from multiple perspectives. By the end of the semester, students should have the necessary critical tools to become empathic citizen-artists who can engage an equitable, trans-global, diasporic, technically creative and environmentally demanding present and future.


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Thought Lab 2: Foundation Seminar: Media: Environments & Experiences

LIBS 115

3.00

Course Description: Where do your curiosities in the world lead you? How can you transform general interest in a subject into specific knowledge that can fuel a creative practice? Building on concepts from Thought Lab I, Thought Lab II will allow you to take a deep dive into a themed seminar of your choosing. Seminar themes may range from environmental and social justice to narrative to technology. These courses will invite you to explore a special topic through a variety of media to deepen your understanding of key events that have shaped its history. By the end of the semester, you will complete assignments which may include an exploratory essay or a research paper, and ultimately, a creative translation of course themes. Four Potential Themes: Narrative Story & Culture Technology: From Industrial Design to AI Media: Materials and Meaning Environmental + Social Justice


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Fall Semester

Game Design I

GAME 200

3.00

Course Description: A foundational understanding of the basics of game designing for various platforms like PCs, laptops, mobiles, TVs, and tablets. The course teaches students the technical skills required for creating games, including industry pipelines to make real-time development projects, team positions, and tools.


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Design & Drawing for Game I

GAME 220

3.00

Course Description: This 15-week Design and Drawing for Games course covers the fundamentals of game art and design, Props and Assets, character and environment design, storytelling, worldbuilding, animation, and portfolio development. Students will learn to create 2D and 3D game assets, design game characters and environments, translate game scripts, and develop a personal brand for their game design portfolio. The course includes a mid-term project, where students will create a concept art package for a game character or environment, and a final project where students will design a game level or world that includes a narrative, environment design, character design, and animation, and present it in the form of a pitch package with a playable demo or video walkthrough. By the end of the course, students will have the skills and knowledge to prepare for a career in game art and design.


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3D for Game and Entertainment I

GAME 260

3.00

Course Description: In 3D for Games and Entertainment, students will learn the basics of game art design. Using software such as Maya, Blender, Substance Painter, and Photoshop. The course includes topics such as creating and manipulating 3D models, applying textures and materials, designing game environments, and basic principles of lighting and shading. The course also covers intermediate 3D game art modeling, Unreal Engine, advanced texturing and surfacing, set dressing and lighting, and a final project that involves developing a small area of a game or game experience using Unreal Engine. Students will gain a solid foundation in game art design and CG content creation and will have the opportunity to apply their skills in creating a game art environment or game experience.


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Electives

Animal & Creature Drawing

GAME 310

Credits: 3.00

Course Description: Elective courses in Game and Entertainment Design. See schedule of classes for course offerings and course descriptions.


Section Description: This course teaches fundamental skills and techniques for creating realistic and imaginative animal and creature drawings. You will learn anatomy, structure, proportions, perspective, texture, and detail, which are essential for creating convincing and dynamic drawings. You will also develop your creativity and design skills by inventing your own unique creatures. Throughout the course, you will practice through a series of exercises and projects and receive feedback to refine your skills. By the end of the course, you will have a solid foundation in animal.


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Introduction to Blender

GAME 310

Credits: 3.00

Course Description: Elective courses in Game and Entertainment Design. See schedule of classes for course offerings and course descriptions.


Section Description: An introduction course to Blender 3D, an application used on award-winning projects and quickly becoming an industry standard. This course is designed for artists looking to transition into professional 3D work using Blender. Covering essential skills such as modeling, texturing, lighting, rendering, and animation, students will develop industry-standard techniques to create polished, portfolio-ready projects. Through hands-on exercises and workflow insights, participants will gain the confidence to apply their skills in game design, animation, visual effects, and more. Ideal for artists aiming to elevate their craft and break into the 3D industry


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Advanced Game Creative with USC I

GAME 315

Credits: 3.00

Course Description:


Section Description: This course provides an immersive, professional-style game development experience for advanced undergraduate and graduate students. Students from Otis Art and Design, USC Computer Science-Games, and other disciplines will collaborate on large-scale team projects, mirroring the real-world development pipeline of the gaming industry. Through teamwork, technical execution, and creative vision, students will design and develop a polished, playable game demo over the course of the academic year.


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Advanced Game Creative with USC II

GAME 316

Credits: 3.00

Course Description:


Section Description: This course provides an immersive, professional-style game development experience for advanced undergraduate and graduate students. Students from Design, Computer Science-Games, and other disciplines will collaborate on large-scale team projects, mirroring the real-world development pipeline of the gaming industry. Through teamwork, technical execution, and creative vision, students will design and develop a polished, playable game demo over the course of the academic year.


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Advanced Game Creative with USC III

GAME 317

Credits: 3.00

Course Description: This course provides an immersive, professional-style game development experience for advanced undergraduate and graduate students. Students from Design, Computer Science-Games, and other disciplines will collaborate on large-scale team projects, mirroring the real-world development pipeline of the gaming industry. Through teamwork, technical execution, and creative vision, students will design and develop a polished, playable game demo over the course of the academic year.


Section Description: This course provides an immersive, professional-style game development experience for advanced undergraduate and graduate students. Students from Design, Computer Science-Games, and other disciplines will collaborate on large-scale team projects, mirroring the real-world development pipeline of the gaming industry. Through teamwork, technical execution, and creative vision, students will design and develop a polished, playable game demo over the course of the academic year.


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Art of Costume in Game

GAME 490

Credits: 3.00

Course Description: As the industries are ever evolving, these electives help students refine and extend their skill set, while addressing current advancements in tools and techniques. Course topics vary each semester.


Section Description: In this course, we will explore the unique art of designing costumes for video game characters. You will learn the skills necessary to create compelling and memorable designs that capture the essence of a character while still being practical for gameplay. We will delve into the history and theory of costume design, studying the techniques and concepts used by professional game artists. We will also cover the tools and software commonly used in the industry. Throughout the course, you will have the opportunity to create your own original character designs, utilizing the knowledge and techniques learned in each lesson. You will receive feedback and guidance from experienced instructors and fellow students, allowing you to grow and improve your skills as a concept artist.


Pre-requisites: GAME 210

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Robots, Vehicles, & Spaceships

GAME 490

Credits: 3.00

Course Description: As the industries are ever evolving, these electives help students refine and extend their skill set, while addressing current advancements in tools and techniques. Course topics vary each semester.


Section Description: Concept Design: Robots, Vehicles + Spaceships is a course that explores the exciting world of designing futuristic technology. In this course, students will learn about the principles of concept design and how to apply them to create visually stunning and functional designs. The course will cover the design process from initial concept sketches to final renderings, and students will have the opportunity to explore a range of design styles and techniques. Throughout the course, students will focus on designing robots, vehicles, and spaceships, and will learn about the unique design considerations that come with each of these types of technology. Students will learn how to create designs that are both aesthetically pleasing and functional, taking into account factors such as ergonomics, materials, and engineering constraints. By the end of the course, students will have a portfolio of impressive designs that showcase their skills in concept design and their ability to think creatively and critically about the future of technology. Prerequisite: GAME 220


Pre-requisites: GAME 210

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Robots, Vehicles, & Spaceships

GAME 490

Credits: 3.00

Course Description: As the industries are ever evolving, these electives help students refine and extend their skill set, while addressing current advancements in tools and techniques. Course topics vary each semester.


Section Description: Concept Design: Robots, Vehicles + Spaceships is a course that explores the exciting world of designing futuristic technology. In this course, students will learn about the principles of concept design and how to apply them to create visually stunning and functional designs. The course will cover the design process from initial concept sketches to final renderings, and students will have the opportunity to explore a range of design styles and techniques. Throughout the course, students will focus on designing robots, vehicles, and spaceships, and will learn about the unique design considerations that come with each of these types of technology. Students will learn how to create designs that are both aesthetically pleasing and functional, taking into account factors such as ergonomics, materials, and engineering constraints. By the end of the course, students will have a portfolio of impressive designs that showcase their skills in concept design and their ability to think creatively and critically about the future of technology. Prerequisite: GAME 220


Pre-requisites: GAME 210

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Character Design for Games

GAME 490

Credits: 3.00

Course Description: As the industries are ever evolving, these electives help students refine and extend their skill set, while addressing current advancements in tools and techniques. Course topics vary each semester.


Section Description: Conceptual designers for the game and animation industry must skillfully combine real world logic and design techniques to create unique and compelling environments, interiors, exteriors, props and vehicles for a variety of stories and historical eras. This requires a dynamic understanding of architecture, industrial design, structure and materials, as well as using illustration, design and modeling techniques to present cohesive architectural narratives, imaginative environments and accurate planning. DESIGN CONCEPTS FOR GAMES is an introduction to the conceptual process of Environment Design and World Building for visual development for feature animation, video games and film. Students will create original design solutions for real world situations utilizing scale, accurate layout, location, structural realities and available materials to create believable environments. Students will create plan and elevation drawings and dimensional studies in support of their original conceptual structures. Students will obtain a solid understanding of how to create original environments utilizing traditional methods, available technology and 3D visualization techniques to create layouts. Over the course of the semester students will design their own unique functioning community as an asset to an Environment Design Portfolio.


Pre-requisites: GAME 210

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Blender for 2D Artists

GAME 490

Credits: 3.00

Course Description: As the industries are ever evolving, these electives help students refine and extend their skill set, while addressing current advancements in tools and techniques. Course topics vary each semester.


Section Description: This course is designed for artists who wish to implement 3D software into their 2D pipeline. Prerequisites include a basic understanding of Photoshop and a familiarity with Blender or other 3D programs. Throughout this course, students will learn world-building techniques starting from 2D sketches to composition thumbnails, 3D sketching in Blender, intermediate to advanced Blender functions such as modeling, texturing, simple UV mapping, lighting techniques, cameras/composition, and render passes; finalizing with Photoshop with digitally painting and post-processing. Students will learn to incorporate these techniques into their artwork regardless of art style to create professional-grade digital paintings and learn fundamental workflows for any industry or pipeline.


Pre-requisites: GAME 210

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Advanced Texture Painting

GAME 490

Credits: 3.00

Course Description: As the industries are ever evolving, these electives help students refine and extend their skill set, while addressing current advancements in tools and techniques. Course topics vary each semester.


Section Description: This course provides an in-depth exploration of advanced texturing techniques for game development. Students will learn how to create high-quality textures using Substance 3D Painter and Substance Designer, implement advanced texture workflows in Unreal Engine 5, and integrate materials effectively into a 3D game environment. Through weekly assignments, students will build their skills step by step. The final project will involve creating a simple 3D scene in Maya and ZBrush, texturing it using Substance 3D Painter and Designer, and importing it into Unreal Engine 5 to showcase textures and cinematics.


Pre-requisites: GAME 210

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