0 ratings0% found this document useful (0 votes) 481 views36 pagesCmo 02 2014 PDF
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content,
claim it here.
Available Formats
Download as PDF or read online on Scribd
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, 392-5298Section 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 educationalSection 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 4applicable 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 anallied 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,
rae6. [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 arequired 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 NSTP8.1.1 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
1678.1.2 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 anddemonstrate 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
SeNAgReNESection 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. There15.3
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 EMC16.3
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
&Sinclude 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.
@& FaeSection 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.
ChairpersonANNEX 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 [21 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 FTdNVSTT 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 PimaTHM | 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.
poLO3
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, Theimplementation
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 2EMC202 - 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 1GD 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
- aeDA 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