Simulation and Animation Design
The Simulation and Animation Design pathway provides individuals with knowledge and skills necessary to create content for video games, simulated environments, Extended Reality (XR), training simulators, advertising media, web content, CGI, and architectural visualization. The curriculum content includes in-depth analysis and training in three-dimensional modeling, rendering, and animation skills for both entertainment and industrial applications.
Program CIP
50.0411
Published Year
2025
Published By
MCCB, Office of Curriculum and Instruction
Program Description
- Simulation and Animation Design Technology
The Simulation and Animation Design Technology program provides individuals with knowledge and skills necessary to create content for video games, simulated environments, Extended Reality (XR), training simulators, advertising media, web content, CGI (Computer Generated Imagery), and architectural visualization. Skills are developed through a combination of theory and hands-on training aligned with professional business outcomes. The program includes in-depth analysis and training in three-dimensional (3D) modeling, rendering, and animation skills for both entertainment and industrial applications. The skills developed through the program offers students a wide application across multiple industries such as healthcare, education, engineering, architecture, gaming, and filmmaking. The Simulation and Animation Design Technology program offers a Career Certificate, Technical Certificate and Associate of Applied Science Degree. Also, a Work Ready and Technical Certificate in Extended Reality (XR) Production.
- Simulation and Game Design Technology
Simulation and Game Design Technology provides students with knowledge and ability to perform programming, graphics development, storylines, and business requirements for developing fully functional games and simulation software applications for PC, Apple, and mobile devices. Simulation and Game Design Technology prepares students to enter employment in computer programming, game development, software engineering, mobile development, 3D modeling and graphic design industries. The Simulation and Game Design Technology program offers an Accelerated Pathway Credential, Career Certificate, Technical Certificate and Associate of Applied Science Degree.
Suggested Course Sequence
- Accelerated Pathway Credential
Course Number Course Name Semester Credit Hours (SCH) Lecture Lab Total Contact Hours IMT 1414 Graphic Editing for Games 4 3 2 75 IMT 1123 Vector Illustration 3 2 2 60 - Instructor Approved Electives 8 - - - - Total 15 - - - - Career Certificate
Course Number Course Name Semester Credit Hours (SCH) Lecture Lab Total Contact Hours IMT 1114 Introduction to Animation and Simulation 4 3 2 75 IMT 1213 Game Theory & Mechanics 3 3 0 45 IMT 1313 Video Game Programming I OR IST Elective for 11.0804 3 3 0 45 IMT 1414 Graphic Editing for Games OR IST Elective for 11.0804 4 3 2 75 IMT 1513 Introduction to 3-D Modeling 3 2 2 60 IMT 1523 Intermediate 3-D Modeling 3 2 2 60 IMT 2113 3-D Game Engine I 3 2 2 60 - Instructor Approved Electives 7 - - - - Total 30 - - - - Technical Certificate for 50.0411
Course Number Course Name Semester Credit Hours (SCH) Lecture Lab Total Contact Hours IMT 2143 Business and Marketing for Game Design 3 3 0 45 IMT 2413 Animation and Simulation Design Capstone 3 1 4 75 IMT 2733 Integrated 3D Production Pipeline 3 2 2 60 - Instructor Approved Electives 6 - - - - Total 15 - - - - Career Ready OR Technical Certificate for 50.0411 in Extended Reality (XR) Production
Course Number Course Name Semester Credit Hours (SCH) Lecture Lab Total Contact Hours IMT 2763 Introduction to Extended Reality (XR) Content Production 3 2 2 60 IMT 2723 Introduction to Extended Reality (XR) Environment Production 3 2 2 60 IMT 2743 Integrated Extended Reality (XR) Experience 3 1 4 75 - Instructor Approved Electives 6 - - - - Total 15 - - - - Technical Certificate for 11.0804
Course Number Course Name Semester Credit Hours (SCH) Lecture Lab Total Contact Hours IMT 2763 Introduction to Extended Reality (XR) Content Production 3 3 0 45 IMT 2413 Animation and Simulation Design Capstone 3 1 4 75 - Instructor Approved Electives 9 - - - - Total 15 2 2 1 - Electives
Course Number Course Name Semester Credit Hours IMT 1614 Advanced 3D Modeling 4 IMT 2613 Audio Design & Production for Simulation and Animation 3 IMT 2513 Game Evaluation 3 IMT 2153 2D Character Animation Design 3 IMT 2733 Integrated 3D Production Pipeline 3 IMT 2113 3D Game Engine II 3 IMT 2783 Audio for Simulation and Games 3 IMT 2753 Lighting and Shading 3 IMT 2772 Simulation and Game Project 3 - Other approved elective courses per local community college -
General Education Core Courses
- Overview
To receive the Associate of Applied Science Degree, a student must complete all of the required coursework found in the Career Certificate option, Technical Certificate option and a minimum of 15 semester hours of General Education Core. The courses in the General Education Core may be spaced out over the entire length of the program so that students complete some academic and Career Technical courses each semester or provided primarily within the last semester. Each community college will specify the actual courses that are required to meet the General Education Core Requirements for the Associate of Applied Science Degree at their college. The Southern Association of Colleges and Schools (SACSCOC).
Section 9 Standard 3
- The institution requires the successful completion of a general education component at the undergraduate level that
- is based on a coherent rationale.
- is a substantial component of each undergraduate degree program. For degree completion in association programs, the component constitutes a minimum of 15 semester hours of the equivalent for baccalaureate programs, a minimum of 30 semester hours or the equivalent.
- Ensures breadth of knowledge. The credit hours include at least one course from each of the following areas: humanities/fine arts, social/behavioral sciences, and natural science/ mathematics. These courses do not narrowly focus on those skills, techniques, and procedures specific to a particular occupation or profession.
- The institution requires the successful completion of a general education component at the undergraduate level that
- Academic Courses
Course Number Course Name Semester Credit Hours (SCH) Lecture SCH Breakdown Lab SCH Breakdown Total Contact Hours Lecture Contact Hour Breakdown Lab Contact Hour Breakdown Certification Information - Humanities/Fine Arts 3 - - - - - - - Natural Science/Mathematics 3 - - - - - - - Social/Behavioral Sciences 3 - - - - - - - Other academic courses per local community college requirements for AAS degree 6 - - - - - - - Total 15 - - - - - - 1 Southern Association of Colleges and Schools Commission on Colleges. (2017). The Principles of Accreditation: Foundations for Quality Enhancement. Retrieved from The Accreditation Process
Course Descriptions
- IMT 1114 Introduction to Animation and Simulation Design
Description
This course identifies the foundation skills necessary in the game design industry. Content such as safety, ethical issues, video game history, career opportunities, and the social impact of gaming will be covered within the scope of the course. Students will get an overview of the principles of animation and demonstrate usage of animation software through completion of an animation portfolio of original content.
Hour Breakdown
Semester Hours Lecture Lab Contact Hours 4 3 2 45 Prerequisite
Instructor Approved
Student Learning Outcomes
- Demonstrate knowledge of the history of the video game industry.
- Demonstrate knowledge of evolution in the industry.
- Demonstrate knowledge of gaming platforms.
- Demonstrate knowledge of different games genres.
- Demonstrate knowledge of ethics in the game design industry.
- Demonstrate knowledge of copyright and how it applies to game design.
- Demonstrate knowledge of the industry code of ethics.
- Demonstrate knowledge of safety in the workplace.
- Demonstrate knowledge of how games impact society.
- Demonstrate knowledge of player motivations.
- Demonstrate knowledge of the effects of games on society.
- Demonstrate the use of psychology in player experiences.
- Demonstrate knowledge of career opportunities within the video game industry.
- Identify careers and roles within the video game industry.
- Demonstrate knowledge of twelve principles of animation.
- Describe and identify the twelve principles of animation.
- Produce digital animations using twelve principles of animation.
- Produce an animation portfolio of original content proving proficiency of animation skills.
- Demonstrate knowledge of the history of the video game industry.
- IMT 1123 Vector Illustration
Description
In this course, students will understand and apply the elements of visual design and demonstrate the use of illustration software.
Hour Breakdown
Semester Hours Lecture Lab Contact Hours 3 2 2 60 Prerequisite
Instructor Approved
Student Learning Outcomes
- Demonstrate a working knowledge of illustration and artistic rendering.
- Apply the elements of visual design.
- Apply the basic principles and methods of drawing used in digital and graphic design.
- Apply the basic principles, techniques, and media used in digital and traditional illustration styles.
- Use illustration software for illustration and artistic rendering.
- Demonstrate vector drawing and painting tools and apply their use apply their use appropriately.
- Apply the design/creative process to a “real world” project.
- Create original illustrations with comprehensive layer control, gradients, blends, and illustration tools.
- Understand file formats and export pipelines.
- Demonstrate a working knowledge of illustration and artistic rendering.
- IMT 1213 Game Theory and Mechanics
Description
Students will learn the theory related to game design and development, the applications associated with game design and the elements and trends in game design. Students will understand the “rules of play” and apply design principles and techniques in the creation of user interfaces and 2D game assets.
Hour Breakdown
Semester Hours Lecture Lab Contact Hours 3 3 0 45 Prerequisite
Instructor Approved
Student Learning Outcomes
- Analyze software and hardware used in game design.
- Examine digital animation tools, capabilities, and interface elements.
- Examine graphic editing software for gaming content creation.
- Evaluate 2D game engines to determine suitability.
- Demonstrate knowledge of design principles and techniques.
- Discuss current trends and genres in game design.
- Explain the core concepts of “rules of play” and apply design techniques.
- Apply design principles and techniques in the creation of user interfaces.
- Demonstrate game design concepts by creating 2D games.
- Working individually, apply game design mechanics to produce a simple prototype using a 2D game engine.
- Implement a sprite sheet animation within a 2D game engine.
- Working in teams, design and implement a functional 2D game.
- Compile a game project for multiple target platforms (mobile, desktop, web, XR, etc.).
- Analyze software and hardware used in game design.
- IMT 1313 Video Game Programming I
Description
In this course, students will develop a basic understanding of a programming language and how it relates to the game development process.
Hour Breakdown
Semester Hours Lecture Lab Contact Hours 3 3 0 45 Prerequisite
Instructor Approved
Student Learning Outcomes
- Analyze the structure of a programming language.
- Define common programming language terminology.
- Explain the programming development cycle to include input/output, processing and storage.
- Demonstrate compiling, executing, and debugging programs.
- Construct an algorithm for compute programming technology.
- Demonstrate screen output using a programming language.
- Classify variable and constraints.
- Create programs that perform calculations using arithmetic operations to include addition, subtraction, multiplication, division, and exponentiation.
- Create programs that include decision, selection, and iteration statements to include IF/THEN statements, Case statements, Do loops, and For/Next loops.
- Create programs that use array/table structures.
- Create, run, and debug an original program to input data, process data, and print a report.
- Create a small game implementing programming objectives.
- Demonstrate string manipulation. m. Incorporate Boolean logic and logical operators.
- Demonstrate creation and use of functions as sub-routines.
- Analyze the structure of a programming language.
- IMT 1414 Graphic Editing for Games
Description
This course will explore image composition and elements of visual design games, including the use of photo editing software for manipulation and enhancement of images for use in visual design software.
Hour Breakdown
Semester Hours Lecture Lab Contact Hours 4 3 2 75 Prerequisite
Instructor Approved
Student Learning Outcomes
- Demonstrate knowledge of image composition and elements of visual design.
- Apply art elements and principles, such as composition, color, value, and symmetry to photographic works of art in both traditional and digital photographic media.
- Use photo editing software to manipulate and enhance images for use in visual design software and meet hardware specifications.
- Explore and learn about design principles to arrange graphic elements, white space, and balancing objects while considering copyright laws and ethical implications.
- Create and use layer options in media to convert, add, delete, group, and organize layers.
- Work with color to transform, blend, filter, apply gradients, apply grayscales, and match colors for an image.
- Create text on a path.
- Modify type with Bevel, Emboss, and Extrude to 3D.
- Paint and patch an image to create airbrush effects.
- Use layer masks with a selection. Work with multiple layers at one time.
- Create and utilize clipping mask.
- Use perspective warp, distort, noise filters, lighting, and vanishing point special features to add perspectives to an image.
- Utilize the video image and animation features of photo editing software to fix common photography problems.
- Prepare textures for use with 3D objects using photographs and graphic editing software.
- Design and create 3D textures for UV-mapped game objects using visual design software.
- Apply surface properties and colors to an object to simulate various materials.
- Create raster image files to wrap around various 3D objects.
- Use preset brushes.
- Create custom brushes.
- Paint 2D and 3D.
- Edit paint effects.
- Utilize layers to organize textures and maps.
- Demonstrate knowledge of image composition and elements of visual design.
- IMT 1513 Introduction to 3D Modeling
Description
In this course, students will learn to utilize 3D modeling software to create polygon-based models suitable for use in game design and extended reality (XR) projects.
Hour Breakdown
Semester Hours Lecture Lab Contact Hours 3 2 2 60 Prerequisite
Instructor Approved
Student Learning Outcomes
- Demonstrate basic knowledge of design visualization software.
- Discuss software visualization terminology, dimensions, and perspectives.
- Identify types of software visualization.
- Interact with the design visualization software effectively and productively.
- Apply and manage correct file input and output.
- Develop efficient work flow between design software and production software.
- Develop non-destructive methods for editing and asset creation.
- Demonstrate ability to set an environment for working with design visualization software and create objects using primitive geometry.
- Analyze menus, tools, and other user interface elements used in creation and editing of geometric objects.
- Identify how to adjust scale unit and axis orientation options of modeling software to match game engine options.
- Utilize Perspective and Orthographic views for modeling and modifying objects.
- Demonstrate understanding of topology and polygon-count when modeling game and extended reality (XR) assets.
- Design, create, and analyze geometric visual components of games.
- Apply selection, translation, rotation and scaling to modify geometry and sub-components to create 3D objects.
- Apply usage of Nurbs surfaces, polygons, deformers, and sub-components to create and manipulate models.
- Create objects modeled from reference images.
- Utilize editing tools such as Extrude, Bevel, etc. to manipulate mesh objects.
- Re-create commonly-used game components for analysis of methods.
- Produce a themed-scene to include a minimum of five original modeled 3D objects.
- Suggested/Example Projects:
- Street scene with signs, trash cans, buildings, etc.
- Room scene with furnishings.
- Laboratory with apparatus.
- Park area.
- City block with buildings, streets, etc.
- Suggested/Example Projects:
- Demonstrate basic knowledge of design visualization software.
- IMT 1523 Intermediate 3D Modeling
Description
In this course, students will learn about materials, textures, lighting, and rendering as it relates to developing assets for use in gaming and extended reality (XR) projects.
Hour Breakdown
Semester Hours Lecture Lab Contact Hours 3 2 2 60 Prerequisite
Instructor Approved
Student Learning Outcomes
- Demonstrate basic theoretical knowledge related to materials, textures, lighting, and shader networks.
- Identify properties of basic materials such as Lambert, Blinn, and Phong and how they relate to objects.
- Identify how procedural materials are utilized to create extra details.
- Identify how light reflection and refraction are used to simulate certain materials.
- Investigate various methods of texturing models (graphic editing vs. texture painting)
- Investigate how physically-based rendering (PBR) materials are utilized by current game engines.
- Identify how textures maps are used (Normal, Diffuse, Bump, Specular, etc).
- Demonstrate understanding of typical light sources (ambient, point, directional spot, etc.) and where they are utilized both in rendering and game engines.
- Investigate methods and tools for UV mapping of polygon objects.
- Create and manipulate node-based materials for shader-based texturing and lighting effects.
- Demonstrate UV mapping operations for polygons models.
- Prepare textures for use with 3D objects using photographs and graphic editing software.
- Create various materials using shader combinations and attributes.
- Utilize pre-made textures and materials for online resources.
- Utilize textures painting software to apply textures directly to objects.
- Utilize rendering engines to produce still-images suitable for documentation, concept art, or marketing materials.
- Demonstrate basic still-image rendering techniques.
- Create rendered scenes utilizing default light types.
- Create rendered scenes using HDRI environment/sky maps.
- Demonstrate basic theoretical knowledge related to materials, textures, lighting, and shader networks.
- IMT 1614 Advanced 3-D Modeling
Description
In this course, students will gain an understanding of design principles and techniques for use in planning, designing, and producing a game character with animation.
Hour Breakdown
Semester Hours Lecture Lab Contact Hours 4 3 2 75 Prerequisite
Instructor Approved
Student Learning Outcomes
- Develop an understanding of the principles and history of character development and animation.
- Analyze and discuss the history of animation from its beginning to the modern era.
- Analyze the application of the Principals of Animation and identify their effects.
- Differentiate among different animation principles such as squash, stretch, anticipation, and follow-through techniques.
- Set key frame animation to establish the movement scheme for an object.
- Import objects into a scene.
- Create the feeling of weight and mass for an animated object using scale animation.
- Read animation curves in the Graph Editor.
- Create motion trails and animate objects along a path.
- Animate objects in time with each other.
- Examine the process of Character Development.
- Discuss common character mechanics in games.
- Utilize pre-visualization, model creation, rigging methods, and skin binding to create game-ready characters.
- Demonstrate creation of high-details characters using sculpting/re-topology/baking workflow.
- Create animations using constraints, key frames, timelines, graph editor, dope sheet, and layers for game production.
- Investigate various methods of motion-capture and how they are utilized in game and extended reality (XR) projects.
- Develop an understanding of the principles and history of character development and animation.
- IMT 2113 3D Game Engine 1
Description
In this course, students will develop a basic understanding of a game engine and analyze the purpose, importance, and structure of game engines. Students will explore the associated programming language, create user interfaces (UI), and create game levels for video games. The suggested engines are Unreal and/or Unity.
Hour Breakdown
Semester Hours Lecture Lab Contact Hours 3 2 2 60 Prerequisite
Instructor Approved
Student Learning Outcomes
- Explore and understand the basic structure of 3D game engines.
- Identify the core components of game engines relative to game development.
- Discuss the importance of game engines in the game development process.
- Develop an understanding of the elements of the game design engine.
- Create game code using a game engine.
- Develop an understanding of how coding is implemented in the game engine.
- Identify how the game engine utilizes prefabs/blueprints to create more complex components.
- Identify which materials and textures the game engine can utilize.
- Identify which types of lighting are available in the game engine.
- Investigate how 2D and 3D audio are implemented in the game engine.
- Research the different controller types available in the game engine.
- Evaluate which target platforms the game engine is capable of delivering for, as well as licensing for those platforms.
- Create and publish interactive 3D game environments utilizing typical workflow techniques.
- Plan the environment using sketches, storyboards, inspiration art, and notes.
- Create prototype environment geometry using the “blocking-in” technique.
- Implement a character controller into the environment for early testing.
- Revise prototype designs by creating and importing meshes and textures into the game engine.
- Demonstrate integration of pre-made assets into the environment.
- Integrate appropriate light sources and effects into the environment.
- Create and utilize prefab/blueprints in the environment.
- Create basic game logic using script/code/blueprints.
- Implement 2D and 3D audio into the environment.
- Implement environmental and/or particle effects.
- Demonstrate creating deployment packages for various platforms.
- Demonstrate usage of source control and asset management.
- Explore and understand the basic structure of 3D game engines.
- IMT 2143 Business and Marketing for Game Design
Description
In this course, students will identify the company roles, team roles, and responsibilities related to the game development process and apply time and project-management skills. Students will also explore the importance of audience knowledge and target marketing in game design technology. Students will research consumer behavior, publisher relations, and functions of marketing such as: advertising, public relations, sales, and promotions. Additionally, students will research and analyze the economics of the video game industry.
Hour Breakdown
Semester Hours Lecture Lab Contact Hours 3 3 0 45 Prerequisite
Instructor Approved
Student Learning Outcomes
- Identify the company roles and team roles and responsibilities related to the game development process.
- Describe the elements of leadership and the qualities necessary to become a successful leader.
- Identify the company roles related to the game development process.
- Identify game development team roles involved in the game development process.
- Explain the phases associated with developing a game from concept to completion.
- Explain the Five-Stage Team Management Model and how it can be used in the game development process.
- Explain and demonstrate how to conduct meetings.
- Identify the various stages of quality assurance (QA) for game development.
- Apply time and project management skills.
- Explain the components of each stage in the game development process.
- Describe the milestones in project management and how they are accomplished.
- Create a one-page high concept game design document to showcase an original game idea.
- Using the one-page high concept game design document, create a ten-page original game design proposal document that contains a title page, game outline, targeted audience, genre specification, character summary, gameplay synopsis, game world description, game experience, game mechanics, enemies, multi-player capabilities, bonus materials, and monetization.
- Produce job-application documents for employment in the gaming industry.
- Create a professional cover letter, professional resume, and participate in a mock interview.
- Explain the importance of audience knowledge and target marketing in game design technology.
- Discuss how game companies and publishers work together to bring a game to market.
- Discuss target markets and how to get a video game sold.
- Explain demographic segregation and how it is used in the marketing campaign.
- Describe the marketing tools and how each can be used to attract buyers to a product.
- Compare and contrast the areas of the distribution process.
- Understand the relevance of company mission, objectives, and goals for the process of marketing strategies.
- Discuss contracts between game companies and publishers.
- Describe the connect between game product life cycles and marketing strategies.
- Research and analyze the economics of the video game industry.
- Investigate cost versus profit for video games.
- Understand how game analytics are used to inform the design process.
- Identify the company roles and team roles and responsibilities related to the game development process.
- IMT 2153 2D Character Animation Design
Description
In this course, students will explore in-depth advanced techniques for creating quality 2D animation. This course is designed to teach advanced application of 2D techniques that build upon the basics learned in IMT 1114 Introduction to Animation and Simulation. Students will create their own characters, storyboards, and final animation of a short piece utilizing digital animation software. (Suggested Software: Moho Pro, Adobe Animate)
Hour Breakdown
Semester Hours Lecture Lab Contact Hours 3 2 2 60 Prerequisite
Instructor Approved
Student Learning Outcomes
- Students will demonstrate the ability to conceptualize the way meaning is structured and perceived in animation.
- Students will demonstrate an understanding of the techniques and practices of animation production including conceptualization, modeling, construction, texturing, animation, digital cinematography, and post-production while using relevant tools for each of these stages.
- Students will demonstrate proficiency in the principles and production of animation.
- Students will demonstrate proficiency in digital animation software and the 2D animation process to create advanced animations mixed with sound.
- Pace a production schedule in order to effectively complete aspects of sound recording, animation, and editing on time.
- Produce a final animation of a short piece utilizing digital animation software.
- IMT 2223 Game Engine II
Description
In this course, students will develop a basic understanding of a game engine and analyze the purpose, importance, and structure of game engines. Students will explore the associated programming language, create user interfaces (UI), and create game levels for video games.
This course is an elective class that allows students to gain proficiency with a game engine different from the engine used in IMT 2113 Game Engine
- Suggested engine is Unity3D.
Hour Breakdown
Semester Hours Lecture Lab Contact Hours 3 2 2 60 Prerequisite
Instructor Approved
Student Learning Outcomes
- Explore and understand the basic structure of 3D game engines.
- Identify the core components of game engines relative to game development.
- Discuss the importance of game engines in the game development process.
- Develop an understanding of the elements of the game design engine.
- Create game code using a game engine.
- Develop an understanding of how coding is implemented in the game engine.
- Identify how the game engine utilizes prefabs/blueprints to create more complex components.
- Identify which materials and textures the game engine can utilize.
- Identify which type of lighting are available within the game engine.
- Investigate how 2D and 3D audio are implemented in the game engine.
- Research the different controller types available in the game engine.
- Evaluate which target platforms the game engine is capable of delivering for, as well as licensing costs for those platforms.
- Create and publish interactive 3D game environments utilizing typical workflow techniques.
- Plan the environment using sketches, storyboards, inspiration art, and notes.
- Create prototype environment geometry using the “blocking-in” technique.
- Implement a character controller into the environment for early testing.
- Revise prototype designs by creating and importing meshes and textures into the game engine.
- Demonstrate integration of pre-made assets into the environment.
- Integrate appropriate light sources and effects into the environment.
- Create and utilize prefab/blueprints in the environment.
- Create basic game logic using script/code/blueprints.
- Implement 2D and 3D audio into the environment.
- Implement environmental and/or particle effects.
- Demonstrate creating deployment packages for various platforms.
- IMT 2413 Animation & Simulation Design Capstone
Description
This capstone class is the culmination of lessons learned in previous and present courses leading to the creation of final projects for a professional digital portfolio. The student will originate and/or revise a minimum of two projects and create a “sizzle reel” video utilizing the standard process of pre-production planning, production, revision, and final publication.
Hour Breakdown
Semester Hours Lecture Lab Contact Hours 3 1 4 75 Prerequisite
Instructor Approved
Student Learning Outcomes
- Conceptualize a portfolio for online presentation.
- Evaluate online portfolio hosting sites to determine the best option for the individual’s media portfolio.
- Evaluate existing portfolios to determine styles, structures, and substance for the media portfolio.
- Create a rough-draft concept (storyboard, mock-up, etc.) for the media portfolio.
- Determine projects to include in the media portfolio (new content or revision of existing projects).
- Produce projects for the media portfolio that showcase student’s areas of strength and skills.
- Develop a schedule for completion of portfolio content projects.
- Demonstrate effective time-management skills through the completion of projects.
- Plan and produce a “sizzle reel” video of 45-90 seconds for inclusion in the portfolio.
- Create a storyboard to be used for video creation.
- Determine the scope of the video (which projects, how many projects, types of projects to be included).
- Locate or create suitable background music for the video.
- Utilize video-editing software to produce the video, with title and credit screens.
- Revise, edit, and complete the media portfolio.
- Perform revision based on instructor feedback to projects, video, and media portfolio.
- Finalize and upload all content to the online portfolio hosting site.
- Test the presentation of the portfolio utilizing different computing devices and web browsers.
- Revise online media portfolio to provide appropriate experience based on results of testing.
- Conceptualize a portfolio for online presentation.
- IMT 2513 Game Evaluation
Description
In this course, students will explore and understand video game architecture through testing, defect tracking, technical reviews, inspections and will also critically evaluate game design, character development, character animation, sound design, playability, and compatibility.
Hour Breakdown
Semester Hours Lecture Lab Contact Hours 3 3 0 45 Prerequisite
Instructor Approved
Student Learning Outcomes
- Explore and understand video game architecture through testing, defect tracking, technical reviews, and inspections.
- Identify the elements of game architecture and the evaluation process.
- Explain the process of bug testing.
- Explain bug fixing.
- Identify major bug categories.
- Explain the common elements of a bug report.
- Critically evaluate game design, character development, character animation, sound design, playability, and compatibility.
- Classify the testing priority of elements of game design, character development and animation, sound design, playability, and compatibility.
- Design and develop a video game evaluation plan.
- Demonstrate the process of correcting game problem areas and satisfying quality assurance requirements.
- Evaluate existing games and write professional-quality bug reports suitable for identification and correction of problems.
- Explore and understand video game architecture through testing, defect tracking, technical reviews, and inspections.
- IMT 2613 Audio Design and Production for Animation and Simulation
Description
This course covers the functions of audio design fundamentals, interactive audio, and the fundamentals of 3-D audio in order to blend video game audio elements.
Hour Breakdown
Semester Hours Lecture Lab Contact Hours 3 2 2 60 Prerequisite
Instructor Approved
Student Learning Outcomes
- Research audio history and theory.
- Discuss the components of audio and game design.
- Discuss the history of audio components and their importance in game design.
- Discuss how parameters such as bit rate, resolution, sample rate, and format relate to game audio.
- Discuss how 2D and 3D audio are used in game and extended reality (XR) projects.
- Investigate how adaptive audio is used in games.
- Investigate and analyze different audio middleware solutions for game engines.
- Understand the functions of audio design fundamentals (creating the atmosphere) and interactive audio for game design.
- Describe how sound can set the mood for a game.
- Create audio asset lists and digital sound effects.
- Use music composition software tools to create simple game and music sequences.
- Record, edit, and mix audio using Digital Audio Workstation (DAW) software.
- Utilize Digital Audio Workstation (DAW) software to export audio with appropriate specification for game engine use.
- Use Foley techniques to create sound effects.
- Utilize Digital Audio Workstation (DAW) software to record, edit, mix, and export vocal narration tracks.
- Use middleware to create a sound bank suitable for use in a video game or extended reality (XR) project.
- Demonstrate implementation of 2D and 3D audio in a game engine.
- Research audio history and theory.
- IMT 2723 Introduction to Extended Reality (XR) Environment Production
Description
In this course, students will develop a basic understanding of an extended reality (XR) development environment and analyze the purpose, importance, and structure of the development environment. Students will explore the associated programming language, create user interfaces (UI), and create environments for extended reality (XR) projects. Suggested development environment is Unreal Engine.
Hour Breakdown
Semester Hours Lecture Lab Contact Hours 3 2 2 60 Prerequisite
Instructor Approved
Student Learning Outcomes
- Identify the core components of a development environment relative to Extended Reality (XR) design.
- Analyze the importance of game engines in the Extended Reality (XR) development process.
- Identify the elements of the environment development engine.
- Create logic using the development environment.
- Distinguish the different methods of implementing code in the development environment.
- Analyze how the development environment utilizes prefabs/blueprints to create more complex components.
- Define which materials and textures the environment engine can utilize.
- Identify which type of lighting are available within the development environment.
- Discuss how 2D and 3D audio are implemented in the development environment.
- Assess the different control schemes available in the development environment.
- Investigate which target platforms the development environment is capable of delivering for, as well as licensing costs, for those platforms.
- Implement extended reality (XR) control systems in the development environment.
- Create deployment packages for extended reality (XR) target platforms.
- Identify the complexity restrictions for target extended reality (XR) hardware platforms.
- Investigate workflow for importing assets into the extended reality (XR) development environment.
- Develop and publish interactive 3D extended reality (XR) environments utilizing industry-standard workflow.
- Formulate the environment using sketches, storyboards, inspiration art, and notes.
- Use the “blocking-in” technique to create prototype environment geometry.
- Establish a control system into the environment for early interactive testing.
- Refine prototype designs by replacing placeholders with pre-made content.
- Employ appropriate lighting and effects into the environment.
- Construct and incorporate prefabs/blueprints into the environment.
- Create simple control logic using script/code/blueprints.
- Implement 2D and spatial audio into the environment.
- Incorporate environmental and/or particle effects.
- Build deployment packages for various platforms.
- Utilize performance optimization for extended reality (XR) projects.
- Identify the core components of a development environment relative to Extended Reality (XR) design.
- IMT 2733 Integrated 3D Production Pipeline
Description
In this course, students will work in teams to plan and produce a comprehensive project that integrates knowledge and skills from across the curriculum. Project will be student-originated; dependent upon instructor approval.
Hour Breakdown
Semester Hours Lecture Lab Contact Hours 3 2 2 60 Prerequisite
Instructor Approved
Student Learning Outcomes
- Develop project ideas could be:
- One-level concept demo 3D game (desktop, web, or mobile)
- Extended Reality (XR) experience; one main focus and/or time limited
- Training simulation
- Combination of above
- Other student-devised project
- Utilize time and project-management skills while working as a team to produce a project.
- Conduct brainstorm sessions.
- Document results of creative planning sessions.
- Elect a project manager and determine team roles.
- Conduct regular “scrum” or status meetings to assess progress.
- Produce typical planning and production documentation, dependent on project.
- Utilize communication technologies to coordinate and track progress.
- Utilize online storage solution (cloud) for organization and storage of documentation and assets.
- Produce an entertainment-based application that is at least “pitch demo” completeness and quality.
- Utilize 3D game engine for production of application.
- Utilize graphics editing and/or illustration software for creation of art assets.
- Create 3D assets using modeling software.
- Create textures utilizing appropriate software methods.
- Produce audio assets appropriate for the application experience.
- Program functionality using the game engine supported programming structure.
- Implement a user interface (UI) and control system/player-controller.
- Compile a stand-alone application for the target platform.
- Develop project ideas could be:
- IMT 2743 Integrated Extended Reality (XR) Experience
Description
In this course, students will work in teams to plan and produce a comprehensive project that integrates knowledge and skills from across the curriculum. Project will be student-originated; dependent upon instructor approval.
Hour Breakdown
Semester Hours Lecture Lab Contact Hours 3 1 4 75 Prerequisite
Instructor Approved
Student Learning Outcomes
- Students will work as a team to design an extended reality (XR) experience project proposal.
- Demonstrate project-management skills.
- Utilize professional communication skills to collaborate among team members.
- Produce planning documents and materials.
- Produce a working XR experience that meets the proposed scope of work.
- Utilize XR development environment for production.
- Create required content and assets for the project.
- Utilize instructor-approved pre-made content.
- Implement basic logic for XR experience and user interaction.
- Produce compiled application for a target platform.
- Students will work as a team to design an extended reality (XR) experience project proposal.
- IMT 2763 Introduction to Extended Reality (XR) Content Production
Description
This course is designed to introduce students to extended reality (XR) using AR/VR/MR experience and creation tools, while researching the benefits and roles within the industry.
Hour Breakdown
Semester Hours Lecture Lab Contact Hours 3 2 2 60 Prerequisite
Instructor Approved
Student Learning Outcomes
- Document the history of extended reality (XR).
- Demonstrate knowledge of the history of the extended reality (XR) industry.
- Demonstrate knowledge of extended reality (XR) hardware platforms.
- Demonstrate understanding of different aspects of extended reality (XR).
- Identify uses of virtual reality (VR) as a medium.
- Identify uses of augmented reality (AR) as a medium.
- Identify uses of mixed reality (MR) as a medium.
- Understand development roles in the extended reality (XR) industry.
- Explain key roles and specialization within the extended reality (XR) development industry.
- Investigate organization make up of existing extended reality (XR) development companies.
- Identify the tools needed for each role in extended reality (XR) development.
- Create and present an idea for an extended reality (XR) production project.
- Explore current extended reality (XR) applications.
- Utilize and set up extended reality (XR) equipment including hardware and software.
- Create initial planning extended reality (XR) documentation to include high concept document, storyboard, and concept art along with other supporting material as needed.
- Document the history of extended reality (XR).
- IMT 2753 Lighting and Shading
Description
This course is designed to introduce students to lighting and shading algorithms used in simulation and game development, Students will utilize various tools to create light and shadows.
Hour Breakdown
Semester Hours Lecture Lab Contact Hours 3 2 2 60 Prerequisite
Instructor Approved
Student Learning Outcomes
- Demonstrate lighting and shading principles.
- Demonstrate the ability to use digital tools to create light and shadows.
- Apply various lighting and shading algorithm concepts to the creation of simulation and/or games.
- Demonstrate lighting and shading principles.
- IMT 2772 Simulation and Game Project
Description
This course is designed to aid students in creating a functional simulation or game with minimal aid from the instructor. Students will also instructed on the creation and presentation of a simulation and game development portfolio.
Hour Breakdown
Semester Hours Lecture Lab Contact Hours 2 1 2 45 Prerequisite
Instructor Approved
Student Learning Outcomes
- Demonstrate verbal and written communication skills, skill documentation and professional presentation.
- Create and professionally present a fully functional simulation or game with minimal instructor support.
- IMT 2738 Audio for Simulation and Games
Description
This course is provides and introduction to the various aspects of audio and its application in simulations and game development. Students will learn how to produce and edit audio for simulations and games.
Hour Breakdown
Semester Hours Lecture Lab Contact Hours 3 2 2 60 Prerequisite
Instructor Approved
Student Learning Outcomes
- Identify techniques for producing and editing audio for multiple digital mediums.
- Produce and edit audio clips for simulations and games.
- Supervised Work Experience in Simulation and Game Design Technology
Description
A course that is a cooperative program between industry and education designed to integrate the student’s technical studies with industrial experience. Variable credit is awarded on the basis of one semester hour per 45 industrial contact hours.
Hour Breakdown
Semester Hours Lecture Lab Contact Hours 1 - 3 135 2 - 6 270 3 - 9 405 4 - 12 540 5 - 15 675 6 - 18 810 Prerequisite
Instructor Approved
Student Learning Outcomes
For every task completed in this course the following safety requirement must be strictly enforced: Comply with personal and environmental safety practices associated with clothing; eye protection; hand tools; power equipment; proper ventilation; and the handling, storage, and disposal of chemicals/materials in accordance with local, state, and federal safety and environmental regulations.
- Follow a set of instructor-written guidelines for the supervised work experience program.
- Apply skills needed to be a viable member of the workforce.
- Prepare a description of skills to be developed in the supervised work experience program.
- Practice skills needed to be a viable member of the workforce.
- Practice human relationship skills in the supervised work experience program.
- Practice positive work habits, responsibilities, and ethics.
- Develop written occupational objectives in the supervised work experience program.
- Assess performance of occupational skills.
- Prepare daily written assessments of work performance as specified in the occupational objectives.
- Present weekly written reports to the instructor of activities performed and objectives accomplished.
- WBL Courses WBL 191 (1-3), WBL 192 (1- 3), WBL (1-3), WBL 291 (1-3), WBL (1-3), and WBL 293 (1-3). Work-Based Learning I, II, III, IV, V, and VI
Description
A structured workplace learning experience in which the student, program area teacher, work-based learning coordinator, and workplace supervisor/mentor develop and implement an educational training agreement. Designed to integrate the student’s academic and technical skills into a work environment. May include regular meetings and seminars with school personnel and employers for supplemental instruction and progress reviews. (1–3 sch: 3–9 hr externship).
Hour Breakdown
Semester Hours Lecture Lab Contact Hours 4 2 4 90 Prerequisite
Instructor Approved
Student Learning Outcomes
- Apply technical skills and related academic knowledge needed to be a viable member of the workforce.
- Apply technical skills needed to be a viable member of the workforce
- Apply skills developed in other related courses in a work-based setting.
- Perform tasks detailed in an educational training agreement at the work setting.
- Apply general workplace skills to include positive work habits and responsibilities necessary for successful employment.
- Demonstrate pro-active human relationship skills in the work setting to include conflict resolution, team participation, leadership, negotiation, and customer/client service.
- Demonstrate time, materials, and resource management skills.
- Demonstrate critical thinking skills such as problem solving, decision making, and reasoning.
- Demonstrate acquiring, evaluating, organizing, maintaining, interpreting, and communicating information.
- Demonstrate positive work habits and acceptance of responsibilities necessary for successful employment.
- Apply technical skills and related academic knowledge needed to be a viable member of the workforce.
Articulation
Check with the local community college CTE administration for articulation agreements.
Industry Job Projection Data
A summary of occupational data is available from the Mississippi Department of Employment Security website.
Industry Credentials, Certifications, and Professional Licensure
See the “Industry Credentials, Certifications, and Professional Licensure”
Dual Enrollment
See the “Procedures Manual For Dual Enrollment and Accelerated Programs”
Appendix A: Recommended Tools and Equipment
- Capitalized Items
- Desktop CPU (Student Workstations plus one instructor unit)(Windows, Android or Apple or other CPU that meets or exceed industry demands)
- Windows, 64-Bit Operating System
- Gaming/VR Capable Unit
- CPU: Intel i7 or Xeon Processor
- RAM: 32 GB or larger
- HDD: 2TB (Minimum), SSD: 1TB (Preferred)
- Video Card: Ray Tracing Capability, DX12 Compatible, VR capable, NVidia RTX 3060 or higher
- Interactive Presentation Panel with Integrated CPU (4’ X 5’) or greater
- 3D Printer
- Color Laser Printer
- Gaming Laptop (Laptop should meet same general specifications as the desktop units) (Windows, Android or Apple)
- Television - 50” or larger, LCD or LED, with wall mount system and HDMI
Other equipment items can be added when deemed appropriate by the community college industry craft committee or by the industry/business training requirements
- Desktop CPU (Student Workstations plus one instructor unit)(Windows, Android or Apple or other CPU that meets or exceed industry demands)
- Non-Capitalized Items
- Computer Monitor: 27” minimum, HDMI/DVI, Inputs, LCD or LED
- Webcams (1 Per Student Workstation) – SVGA Resolution or greater
- Virtual Reality Hardware: HTC Vive and/or Oculus (current generation consumer-grade) with sensor tri- pod stand/or other industry requested hardware (2 Per Lab)
- Mobile self-contained unit (Example: Oculus Quest)
- Graphics Tablets – 7” minimum, pressure sensitive with stylus
- Microphones plus cable (One per station), condenser, boom-type
- Headphones (One per station), padded over ear
- MIDI Keyboard
- Two-Input USB Audio Interface
- Condenser Microphone (Shure SM57 or Equivalent – Minimum 2)
- Mixer (Optional)
- Digital Camera (Minimum 2 – 8GB SD Card and Video Capability)
- 360 Degree Camera (Minimum 1 – 4K or Better Still-Frame with Video Capture)
- Tri-pod (2 Units – 3’ – 6’ Adjustment Height)
- Lights (One Spot and One Backfill with Mounts)
- Laser Printer (Student Lab Use)
- Gaming Console – XBOX Series X, PlayStation 5, and Nintendo Switch OLED (Current Generation with Additional Controllers for each.
- Recommended Software
- Adobe Creative Cloud Suite
- 3D Game Development Environment (Ex. Unity 3D, Unreal Engine)
- 3D Modeling and Animation Software (Ex. Maya, 3ds Max, Blender)
- Audio/Recording/Mixing Software (Ex. Audacity, Audition, Tracktion)
- Music Composition Software (Ex. LMMS, FLStudio, Ableton, Logic)
- Texture Painting Software (Ex. Substance Painter, Quixel, 3D Coat, MudBox)
- 2D Animation Software (Ex. Moho Professional Studio, Adobe Animate, Character Animator, Toon Boom)
- 2D Game Development Environment (Ex. Game Maker, Game Salad, Click Team Fusion)
- Integrated Development Environment for Programming (IDE) (Ex. MS Visual Studio, Dev C++, NetBeans, MonoDevelop, etc.)
- Lab Management Software (Ex. SmartSync Software, Net Control, etc.)
- Graphics Software (Ex. Photoshop, Illustrator, GIMP, Piskel, Marmoset Hexels, etc.)
Other equipment items can be added when deemed appropriate by the community college industry craft committee or by the industry/business training requirements
Appendix B: Curriculum Definitions and Terms
- Terms & Definitions
- Course Name – A common name that will be used by all community colleges in reporting students
- Course Abbreviation – A common abbreviation that will be used by all community and junior colleges in reporting students
- Classification – Courses may be classified as the following:
- Career Certificate Required Course – A required course for all students completing a career certificate.
- Technical Certificate Required Course – A required course for all students completing a technical certificate.
- Technical Elective – Elective courses that are available for colleges to offer to students.
- Description – A short narrative that includes the major purpose(s) of the course
- Prerequisites – A listing of any courses that must be taken prior to or on enrollment in the course
- Corequisites – A listing of courses that may be taken while enrolled in the course
- Student Learning Outcomes – A listing of the student outcomes (major concepts and performances) that will enable students to demonstrate mastery of these competencies
The following guidelines were used in developing the program(s) in this document and should be considered in compiling and revising course syllabi and daily lesson plans at the local level:
- The content of the courses in this document reflects approximately 75% of the time allocated to each course. The remaining 25% of each course should be developed at the local district level and may reflect the following:
- Additional competencies and objectives within the course related to topics not found in the state framework, including activities related to specific needs of industries in the community college district
- Activities that develop a higher level of mastery on the existing competencies and suggested objectives
- Activities and instruction related to new technologies and concepts that were not prevalent at the time the current framework was developed or revised
- Activities that include integration of academic and career–technical skills and course work, school-to-work transition activities, and articulation of secondary and postsecondary career–technical programs
- Individualized learning activities, including work-site learning activities, to better prepare individuals in the courses for their chosen occupational areas
- Sequencing of the course within a program is left to the discretion of the local college. Naturally, foundation courses related to topics such as safety, tool and equipment usage, and other fundamental skills should be taught first. Other courses related to specific skill areas and related academics, however, may be sequenced to take advantage of seasonal and climatic conditions, resources located outside of the school, and other factors. Programs that offer an Associate of Applied Science Degree must include all of the required Career Certificate courses, Technical Certificate courses AND a minimum of 15 semester hours of General Education Core Courses. The courses in the General Education Core may be spaced out over the entire length of the program so that students complete some academic and Career Technical courses each semester. Each community college specifies the actual courses that are required to meet the General Education Core Requirements for the Associate of Applied Science Degree at their college.
- In order to provide flexibility within the districts, individual courses within a framework may be customized by doing the following:
- Adding new student learning outcomes to complement the existing competencies and suggested objectives in the program framework.
- Revising or extending the student learning outcomes
- Adjusting the semester credit hours of a course to be up 1 hour or down 1 hour (after informing the Mississippi Community College Board [MCCB] of the change)
Appendix C: Course Crosswalk
- Simulation and Animations Design
Existing 2015 MS Curriculum Framework
Course Number Course Title Hours ETT 1223 Illustration and Artistic Rendering 3 RST 1312 Freshman Orientation 2 IMT 1114 Introduction to Animation and Simulation Design 4 IMT 1214 Game Theory and Mechanics 4 IMT 1313 Video Game Programming I 3 IMT 1414 Photography for Games 4 IMT 1513 Introduction to 3D Modeling 3 IMT 1524 Intermediate 3D Modeling 4 IMT 1613 Advanced 3D Modeling 3 IMT 2113 Video Game Programming II 3 IMT 2213 Marketing for Game Design 3 IMT 2312 Business of Game Development 2 IMT 2512 Game Evaluation 2 IMT 2612 Audio Design and Production for Animation and Simulation 2 Revised 2019 MS Curriculum Framework
Course Number Course Title Hours IMT 1114 Introduction to Animation and Simulation Design 4 IMT 1123 Vector Illustration 3 IMT 1213 Game Theory and Mechanics 3 IMT 1414 Graphic Editing for Games 4 IMT 1523 Intermediate 3D Modeling 3 IMT 1614 Advanced 3D Modeling 4 IMT 2113 3D Game Engine 3 IMT 2143 Business and Marketing for Gaming 3 IMT 2153 2D Character Animation and Design 3 IMT 2223 Game Engine 2 3 IMT 2513 Game Evaluation 3 IMT 2613 Audio Design and Production for Animation and Simulation 3 IMT 2763 Introduction to Extended Reality (XR) Content Production 3 IMT 2723 Introduction to Extended Reality (XR) Environment Production 3 IMT 2733 Integrated 3D Production Pipeline 3 IMT 2743 Introduction to Extended Reality (XR) Experience 3 Existing 2019 Curriculum Framework
Course Number Course Title Hours ETT 1223 Illustration and Artistic Rendering 3 RST 1312 Freshman Orientation 2 IMT 1114 Introduction to Animation and Simulation Design 4 IMT 1214 Game Theory and Mechanics 4 IMT 1313 Video Game Programming I 3 IMT 1414 Photography for Games 4 IMT 1513 Introduction to 3D Modeling 3 IMT 1524 Intermediate 3D Modeling 4 IMT 1613 Advanced 3D Modeling 3 IMT 2113 Video Game Programming II 3 IMT 2213 Marketing for Game Design 3 IMT 2312 Business of Game Development 2 IMT 2512 Game Evaluation 2 IMT 2612 Audio Design and Production for Animation and Simulation 2 Revised 2024 MS Curriculum Framework
Course Number Course Title Hours IMT 1114 Introduction to Animation and Simulation Design 4 IMT 1123 Vector Illustration 3 IMT 1213 Game Theory and Mechanics 3 IMT 1414 Graphic Editing for Games 4 IMT 1523 Intermediate 3D Modeling 3 IMT 1614 Advanced 3D Modeling 4 IMT 2113 3D Game Engine 3 IMT 2143 Business and Marketing for Gaming 3 IMT 2153 2D Character Animation and Design 3 IMT 2223 Game Engine 2 3 IMT 2513 Game Evaluation 3 IMT 2613 Audio Design and Production for Animation and Simulation 3
Appendix D: Recommended Textbook List
- Textbooks
Book Title Author(s) ISBN Fundamentals of Game Design 3rd Edition, 2014 Earnest Adams 978-0-321-92967-9 A First Book of C++ Programming, 4th Edition Gary Bronson 978-1-111-53100-3 Microsoft Visual C# 2017: An Introduction to Object-Oriented Programming Joyce Farrell 9781337102100 Adobe Photoshop Creative Cloud Revealed 2nd Edition Chris Botello 978-035-763587-2 Autodesk Maya 2023 Basics Guide Kelly L. Murdock 9781630575274 Introducing Auto Desk Maya 2016 Dariush Derakhshani 978-1-11-05969-9 Adobe Illustrator Creative Cloud Revealed, 2nd Edition Chris Botello 9780357541777 Video Game Marketing-A Student Textbook 2017 Perter Zackariasson and Mikolaj Dymek 978-1-138-81227-7 Level Up, The Guide to Great Video Game Design, 2nd Edition, 2014 Scott Rogers 978-1-1118-87716-6 The Essential Guide to Game Audio: Theory and Practice of Sound for Games &Steve Horowitz, Scott R. Looney 979-0-415-7060-4 Game Testing All in One, 3rd Edition Charles Schultz & Robert Bryant 978-1-942270-76-8
Appendix E: Writing and Revision Information
- Writing Team & Contributors
Faculty Writing Team Members
- Jacob Schmelzer, Animation and Simulation Design Technology Instructor, Hinds Community College-Rankin Campus
- Samuel Everett, Instructor of Simulation and Game Design Technology, Mississippi Gulf Coast Community College-Harrison County Campus
Administrator Writing Team Members
- Dawn Buckley, Assistant Dean of Teaching & Learning, Mississippi Gulf Coast Community College-Harrison County Campus
Business and Industry Writing Team Members
- Jeremy Dowell; Lobaki; 3D Generalist & Programmer
Office of Instruction and Curriculum Team Members
- Scott Kolle, Ph.D., Director of Curriculum, Instruction, and Assessment Mississippi Community College Board
- LaToya Sterling, Ph.D, Assistant Director for Training and Professional Development, Office of Curriculum and Instruction, Mississippi Community College Board
- Ebony Mangum, Curriculum Specialist, Office of Curriculum and Instruction, Mississippi Community College Board
- Demarius Tolliver, Curriculum Specialist, Office of Curriculum and Instruction, Mississippi Community College Board
- Research Abstract
The Simulation and Game Design Technology Program curriculum was revised in Spring of 2024 with the inclusion of Hinds Community College and Mississippi Gulf Coast Community College. Each institution reviewed and added courses that met the needs of their community college district. As of the spring semester of 2024, the Office of Curriculum and Instruction also met with industry partners from Lobaki along with faculty and administration from both community colleges to review current day program standards that fits the industry needs. Student Learning Outcomes were reviewed and edited to reflect content that is relevant to today’s most updated content.
- Copyright & Permission
The Office of Curriculum and Instruction (OCI) was founded in 2013 under the Division of Workforce, Career, and Technical Education at the Mississippi Community College Board (MCCB). The office is funded through a partnership with The Mississippi Department of Education (MDE), who serves as Mississippi’s fiscal agent for state and federal Career and Technical Education (CTE) Funds. The OCI is tasked with developing statewide CTE curriculum, programming, and professional development designed to meet the local and statewide economic demand.
Copyright© 2024 by Mississippi Community College Board
For information, please contact curriculum@mccb.edu