Games, animation, video, film, television, tablets, phones and the web… the question is "what's not digital now?". And what about the creative process? Well, digital work-flows are the norm for all phases of media creation from concept through production in almost every industry. In the Kendall Digital Media program, we are on the leading edge of that. The digital art and design skills we teach can be applied to a geographically diverse , broad-spectrum landscape that serves many purposes, including: entertainment, advertising, retail, information and education.
What will you learn? In addition to innovative thinking, collaborative processes and a broad world view, students will have opportunities to develop focused portfolios in:
To see our student work and join our creative community visit our student designed website at KendallWebLab.
An overview of the Western Art tradition from prehistory through the Renaissance using a socio-cultural methodology in a chronological framework. (Students who have earned credit for ARTH 110, Prehistoric through Middle Ages, may not use credit earned in KCAH 111 to meet graduation requirements.)
A survey of Western art from the Baroque to the present, this course will continue building upon the foundation of Western Art I; Prehistoric through the Renaissance, using a socio-cultural methodology in a chronological framework. (Students who have earned credit for ARTH 111, Renaissance through 20th Century, may not use credit earned in KCAH 112 to meet graduation requirements.)
An introductory course focusing on the basics of sound design and music creation as it relates to a variety of digital media environments.
Students will learn to create Rich Media, interactive works related to their major area of study for delivery via the Web and Mobile Media.
This course is a continuation of Digital Imaging I. Students will apply more advanced techniques for digital drawing, coloring, compositing and image manipulation for print and digital delivery systems.
Students will work in a team environment as specialists on an innovative, character-driven digital media project.
Students will work in a team environment as specialists on an innovative, design-driven digital media project.
Students will create a self-designed imaging, animation or interactive project that demonstrates their aesthetic voice as well as their technical skills.
A continuation of Thesis I. Students will create an imaging, animation or interactive project that demonstrates their aesthetic voice as well as their technical skills.
Students will create interactive portfolios of their work for delivery via DVD, CD-Rom and the Web along with a print media identity campaign.
Students will create interactive works for delivery via the Web using HTML and CSS software applications combined with basic coding.
Students will create interactive designs that may incorporate Rich Media and/or database technology for web and mobile delivery.
An extension of Sound Design I, focusing on building proficiency in the creation of sound design and music as it applies to digital media applications.
Students will apply digital character and environment design to develop concepts for film, games, animation or physical products.
Students will focus on the design and technical process to shooting digital video and computer-based editing. Students will be able to apply these techniques to their major area of study.
A topical course that allows the program to respond to students’ interest in a particular area, or other expressed need or capacity to offer a particular topic.
Students will create comics or graphic novels for print and digital delivery, using traditional and/or digital imaging techniques.
Students will learn Game, Animation and Film imaging techniques such as: character, prop, background and pre-visualization design.
Students will create storyboards for print and digital delivery, using digital imaging techniques.
Focuses on using writing both to develop critical thinking skills and to express ideas clearly and appropriately according to audience and purpose. Students will engage in a variety of writing modes and will spend a portion of the semester engaging in scholarly research and the documentation of source-based materials. (Students who have earned credit for ENG 150, English I, may not use credit earned in KCHU 120 to meet graduation requirements.)
Presents concepts and develops oral and rhetorical skills appropriate for formal presentations, with emphasis on prepared, extemporaneous, and impromptu speaking. (Students who have earned credit for COMM 121. Fundamentals of Public Speaking, may not use credit earned in KCHU 121 to meet graduation requirements.)
Focuses on the analysis of numerous forms of visual discourse, including their rhetorical effectiveness, impact on audiences, and social/cultural influences.
Students will be introduced to digital drawing, coloring, compositing and image manipulation techniques for both print and digital delivery systems.
The process of drawing as observation and conceptualization through eye-hand coordination. Emphasizes linear construction with concern for accurate proportion and simple positive-negative/figure-ground relationships. Includes an in-depth study of linear perspective. (Students who have earned FSU credit for VISC 112 Drawing I, may not use credit earned in KCDR 131 to meet graduation requirements.
Emphasis on development of convincing illusion of three-dimensional objects, through the combined use of line, value, proportion, and composition. This course focuses on the further refinement of the concepts, processes, and techniques introduced in Drawing I. Expanded exploration of perspective, composition, color investigation, media exploration, and idea development within traditional subject matter will be emphasized.
Freehand drawing using basic perspective principles and quick sketch techniques.
Advanced freehand drawing and sketching with the addition of color media.
Emphasizes gesture drawing, sighting the figure, basic compositional concerns, precise linear construction, and structural aspects of the figure. Anatomical focus is on the skeletal structure and its effect on surface form. Tonal construction introduced late in the semester.
Continued reinforcement of concerns introduced in Figure Drawing I. Additional emphasis on developing the illusion of volume and mass through structural application of line and value (tonality). Hands, feet, and heads/faces are explored in greater depth. Simple compositional environment is introduced. Anatomical focus is on the study of musculature and its effect on surface form.
An introduction to the computer as a design tool using the industry standards in page layout and digital illustration software. File transport (PDF) and font management software will also be introduced.
An introduction to the visual and verbal vocabularies of design and color theory as they relate to graphic design.
An introduction to the fundamental aspects of typography. History, structure, form, and the basic application of typography will be presented.
Addresses complex communication problems that incorporate use of type and typographic systems as visual and expressive devices.
Download the catalog for the most recent course listings and prerequisites.
New artists and designers must balance the breadth and depth of their skills. Small studios value the creatives that can wear two, three or more hats well, where large studios can afford to have specialists with a deep tool box in a single area. Most studios that lie geographically between the East and West coasts fall into the small to mid-size category and are not usually focused in entertainment arts.
If a young creative wants to work in the entertainment industry, moving to the one of the coasts should be on their to-do lists; although, there are some artists and designers serving that industry on a freelance basis from outside of those centers. Also, advertising, education, training and information media has become more entertainment-based. "Game-ification" of everything is all the rage right now.