Students will create a storyboard from an assigned literary property (i.e., fairy tales, folk tales, famous short stories, etc.) and research the chosen material visually in picture libraries, print and photo archives, museum/gallery libraries and online. From this basic research, the student will create and develop all the visual elements that lead to a final production storyboard; these elements include character model drawings; styling sketches for costumes and sets; experimental “inspirational” sketches exploring mood, color, and character relationships and experiments in animation and color test footage. Each week, students will “pitch,” (i.e. present material) as it is being developed. Through weekly critiques from the instructor and students, elements and shape of the production storyboard is refined to its final form. The approved storyboard at the end of the semester should be ready to go into production, and must reflect character ,attitude, design, entertainment, mood, expressions, feeling and type of action. It must use dialogue, music/sound effects, and tell the story in the best possible way. This course allocates as a Craft for Film & TV majors.
Category Archives: Fall 2026
History of Cinematography (FMTV-UT 1206)
This course deals with the history of the art and science of cinematography. A working Director of Photography will relate a perspective that is unique and factual to a theoretical discussion, which is traditionally academic. Cinematography has a strong tradition of adapting its tools to enhance the storytelling experience. This course allocates as History & Criticism for Film & TV majors. COURSE SUBJECT TO DEPARTMENTAL FEES. “Non-majors must process a “Permission Notice for Non-Majors” form” to register for the course (subject to availability).
TV Nation: Inside and Out of The Box (FMTV-UT 1086)
TV Nation: Inside and Out of the Box gives students the opportunity to experience, first hand, how the world of network television works from two points of view: business and creative. Students will gain an understanding of the business aspect through the vantage point of the network executives and programmers. They will also learn the creative process from development to pitching, from the vantage point of writers and producers in the industry. In TV Nation, students will role play the entire process as the key players who put together a season for broadcast and cable networks. This course allocates as a Craft for Film & TV majors. COURSE SUBJECT TO DEPARTMENTAL FEES.
Film Story Analysis: (DWPG-UT 1105)
This text analysis course is designed to provide a platform for an in-depth study of how the story of a film is presented, what choices are made by the author, how information is offered or withheld and what effect this has on the drama. This class will be an “anthology” of different works, each selected for a different aspect of storytelling, exploring how the stylistic choices, themes, and dramatic devices reveal themselves within the body of work. The course is designed to better help students organize their own narratives by analyzing the techniques employed by various screenwriters in constructing their screenplays. A selection of films will be screened and discussed in terms of continuity of theme; delineation of plot, development of structure, protagonist’s story purpose, dialogue as action and character. After each screening, the instructor will lead a group discussion and analysis of the film, focusing further on the techniques, conventions and devices employed by the screenwriter to both tell a good story and satisfy the demands of the audience.
Composing Music with Max (OART-UT 1097)
The foundations of Max, a powerful visual programming language for music and multimedia, will be covered in this course. We will examine how computers can be utilized to create situations for music creation, performance, and collaborative improvisation as well as applied to building interactive, generative music. In addition to learning Max’s fundamental building blocks, we will also use fundamental music theory as a tool to better understand music making. We will create programs that examine rhythm, melodies, chords, scales, and recognize other qualities of music like timbre, texture, and dynamics while taking into consideration the principles of harmony, melody, and rhythm defined in basic music theory. The final will require you to develop a collaborative piece of interactive computer music, a collaborative performance environment, or another final project that has been discussed and agreed upon together. This class does not require any prerequisite programming skills or prior music theory knowledge.
Shared Minds (ITPG-GT 3033)
“What capabilities does computational media have for depicting and conveying the experience of our minds? In this course we will start out using 3D graphics to depict the conventional physical reality that appears before us. Then we will turn inward to reflect the multidimensional reality of our minds, using artificial neural networks. Finally we return to embodied interfaces connected with cloud networking and databases to share with other people. The class will operate at a conceptual level, inviting students’ empirical psychological and philosophical investigations of the nature of their experience and how to convey it with art and story. It will ask students to look critically at existing computational media’s tendencies to bore, divide or inflame its users. But this is also very much a coding class where students will prototype their own ideas for new media first with 3D graphics using the threejs library, and then with machine learning models like Stable Diffusion using Huggingface APIs or Colab notebooks and finally with networking and databases using Firebase or P5 Live Media. Students can substitute other coding tools but game engines will not work for this class. The coding is in javascript, with a possible touch of python, and is a natural sequel to Introduction to Computational Media.”Prerequisite: ICM / ICM: Media (ITPG-GT 2233 / ITPG-GT 2048)
Game Design & the Psychology of Choice (ITPG-GT 3028)
“As game and interaction designers we create systems and choices that can either prey upon our psychological foibles or help us avoid decision pitfalls. It is our responsibility to understand how we decide, to consider the ethics of the systems we create and to practice designing systems in a purposeful manner. Game Design & The Psychology of Choice will provide interaction and game designers with an understanding of the factors that influence behavior and decision-making by looking at the intertwining of cognitive psychology and economics through the development of behavioral economics. These disciplines study behavior on the individual and group level, often revealing some of the why behind the rules of thumb and folk wisdom that game designers come to intuitively. But understanding the why—why we fall into decision traps; why certain tradeoffs tax our brain more than others; why we are overconfident about our abilities; why certain decisions make us uncomfortable—allows us to more purposefully apply our design craft, both in and out of games. Finally, as a class, we will take what we learn about how we think and create series of game experiences based around key cognitive science concepts. Assignments may include: •Mod a cognitive science experiment into a game or experience •Analyze and present a game through the lens of cognitive science and behavioral economics •Create game or experience based around a particular insight from cognitive science or behavioral economics”
Multisensory Storytelling in Virtual Reality and Original Flavor Reality (ITPG-GT 3026)
“In this course, we will explore how to create narratives that leverage our lesser used senses like touch, taste and smell as well as lesser-known ones like space, time, balance and scale. We will dig into the history of experiential storytelling, starting from immersive theater and Smell-O-vision to cutting-edge haptics and mind-bending illusions of proprioception. To help center this back in practical applications, we will also explore how this evolving art is commonly used in exhibition design, experiential marketing and brick and mortar retail. The class will be a healthy mixture of game theory as well as experienced based learning (meaning there will be a couple field trips and multisensory VR projects to explore). A basic knowledge of game engines is ideal but not mandatory because we will be using predesigned templates in Unreal engine to be experienced and manipulated in real-time through virtual reality hardware.”
On Becoming: Finding Your Artist Voice (ITPG-GT 3023)
On Becoming is a two-part professional development course. Finding Your Artist Voice (part one) filters your fears and apprehensions so you can declare your creative process and practice courageously. The seven-week system will help you proclaim your artistic identity, theoretical underpinnings, and trajectory with clarity, precision, and commanding written language. Students will build personalized masterplans and workflows to facilitate measurable professional growth while learning to catalog and archive their work. Students will develop a working artist biography, artist statement, and fully documented work samples. For the final project, students will be supported in selecting and submitting a post-graduate fellowship, residency, grant, or open call!
Alter Egos: Assuming New Identities Through Costume and Performance (ITPG-GT 3024)
Throughout history, musicians have channeled their creativity into outrageous fashion statements and invented personas: think MF DOOM, Sun Ra, Ghostface Killah, Daft Punk, Leikeli47 and Rammellzee. By embracing their alter egos in extreme and outlandish ways, artists have found their authentic creative voices. This course will introduce participants to the art of masquerade using their resourcefulness to create costumes from found materials, and performance as an exploration in creative expression using new media and technology. Students will be introduced to ideas surrounding abstract storytelling, experimental audio video production, and A/V performance using a combination of technical and hands-on approaches. This course requires CL: Hypercinema or equivalent experience. Prerequisite: CL: Hypercinema (ITPG-GT 2004)
MoCap for the Archive (ITPG-GT 3021)
“How can motion capture (MoCap) be used to archive, preserve, and share intangible heritage forms, such as performing arts, rituals, and other social practices and traditions? This course approaches motion capture through the lens of ethnography — drawing on techniques of observation, participation, and qualitative design research. This class will offer an overview of different motion capture technologies, such as 2D-3D pose estimation and depth mapping, with a practical focus on learning the OptiTrack system at ITP. We will start by covering the basics of OptiTrack and build up to other workflows and techniques used across animation, game design, and virtual production (e.g. OptiTrack to Unreal Engine or Unity).”Prerequisite: CL: Hypercinema (ITPG-GT 2004)
The Medium of Memory (ITPG-GT 3019)
“What is the medium of memory? In this 14-week studio class, we will dig into this question through creative storytelling. Starting from a lens-based practice, this class will introduce traditional and bleeding-edge documentary methods to inform our own varied approaches to activating archival material. Through weekly “readings” (articles, podcasts, films), written reflections, and creative assignments, we’ll explore: • how technology has impacted our relationship to memory; • how visual interventions can can surface alternative narratives; • how to make under- and unrecorded histories visible, and call into question the power dynamics embedded in “official” records; and • how we might recast objects and sites of memory-keeping, like heirlooms, journals, and memorials, as a mode of engaged preservation. Mid-way through the course, students will identify either personal or collective histories to open up to their own individual creative reexamination, memorialization, or transformation––each producing a final project with the technology and approaches of their choosing that serves to answer the question we started with––what is the medium of memory?”
Canvas for Coders (ITPG-GT 3016)
Your web browser is a digital canvas for 21st-century artists. While being one of the most common mediums today, web space has infinite possibilities for new aesthetics. This course covers Three.js fundamentals, providing students with the skills and insights to create arts in web 3D. This course requires ICM or equivalent coding experience. Prerequisite: ICM / ICM: Media (ITPG-GT 2233 / ITPG-GT 2048)
User Experience Design (ITPG-GT 3017)
“This 2-pt course aims to provide students with the critical thinking and practical skills for creating effective and compelling interfaces. We will dissect what a compelling user experience is, apply proven research techniques for approaching and defining UX problems and apply design frameworks including mapping and testing techniques. The class format will include lectures, discussion, in-class design exercises and a final project. Week 1: what is UX Week 2: inclusive research methods Week 3: frameworks for defining a problem Week 4: understanding behavior and motivation Week 5: mapping flow and visual strategies, final project intro Week 6: testing methods and future UX Week 7: final projects”
Digital Audio Workstations: ProTools (REMU-UT 1020)
During this course, students will acquire an in-depth, theoretical and practical knowledge of Digital Audio Workstations using the industry standard Pro Tools software through a weekly, lab-based workshop. Each class will be a combination of lecture and immediate application. An emphasis will be placed on getting to know Pro Tools, getting inside Pro Tools, creating sessions, working with media in sessions, audio recording, audio editing, file management techniques, MIDI recording, editing techniques, mixing techniques, backups and stereo mix-down.
Digital Audio Workstations: Ableton Live (REMU-UT 1022)
We live in an age of digital production where so much of today’s music is produced with comparatively few tools, and at the heart of the modern production set up, whether in the bedroom of the studio, is software that uses MIDI. One of the most versatile of today’s platforms which can be used in production, live performance, and even as a visual tool is Ableton Live. Ableton is unique amongst the contemporary software programs making music in that it is the only one that was created by working musicians who were looking for a tool that allowed for both the seamless creation of ideas and could also serve as a performance instrument. In the past 15 years, Ableton has played an important role in creating countless tracks and records in numerous genres and the go-to software for live performance, whether for vocalists and bands or for massive spectacles like Cirque du Soleil. In this course, we will cover Ableton’s unique abilities to manipulate audio which make it the preferred platform for remixing and mash-ups. We will cover the fundamentals of the software, explore techniques to program beats, chordal and melodic ideas, as well as cover creative workflow – how to use Ableton to quickly generate ideas for producers and songwriters. Finally, we will discuss its use as a live performance tool for use with live instrumentalists and vocalists, as a DJ tool and even as a VJing tool.
Abrupt Climate Change (OART-UT 1058)
Combining science and the art of storytelling, this course will tackle one of the most pressing issues facing the future of humanity: Abrupt Climate Change. In a unique collaboration with NYU physical climate scientist Professor David Holland, students will research and create work that bridges the divide between science and the public through accurate, creative science-based storytelling. This highly multidisciplinary, hands-on course welcomes students from all backgrounds and fields of study to imagine and invent creative ways of telling stories about this global phenomenon and to investigate solutions. Weekly assignments will lead to a final collaborative project and an exhibition open to the public.
The Art of Sound (FMTV-UT 1007)
This is a critical studies course exploring the aesthetics and psycho-acoustics of sound: how sound works in art and life; how it affects emotions and stimulates the imagination; and how it is used in film, radio, television and other creative or artistic contexts, particularly its application as a key element in storytelling. This course examines the meaning and character of the soundscape (the acoustic environment) and the ways it has technically and aesthetically evolved throughout film history from the Kinetophone to the iPhone. The course includes reading in the theory of sound, and listening to examples of sound work by composers and sound designers. In previous semesters we have looked at the soundtrack in such films as: Playtime; Apocalypse Now, The Conversation, Aliens, The Evil Dead II, Saving Private Ryan, and Monty Python and the Holy Grail. Class meetings will be devoted to: 1) lecture and discussion based on assigned readings and listening and viewing assignments; and 2) screening of selected audio and video works. Students are graded on class participation, journals, a paper, and exams. This course allocates as History & Criticism for Film & TV majors.
History of Editing (FMTV-UT 1003)
The theory and practice of editing, from Griffith to Kubrick. The emphasis will be on experiments in narrative clarity and dramatic emphasis in storytelling. For many, editing is the unique source of the art of filmmaking. This course addresses this point of view. This course allocates as History & Criticism for Film & TV majors.
The Black Image in Cinema (FMTV-UT 1216)
This is a critical analysis of the Black image in cinema through film screenings, discussions, and selected readings. Film is an art form whose influence dictates how we see others and ourselves. It shapes our worldview and, yet, it is one of the youngest and most misunderstood art forms. On the surface, film viewing might seem like a passive form of learning, but effective films engage us on emotional, intellectual, spiritual, cultural, and political levels. Film is one of the most powerful mediums ever invented and since it’s invention, the Black image and experience has been distorted, demonized, romanticized, erased, appropriated as well as exalted and reified. So, it is our duty and responsibility to know its history, understand its present effects, so we can dictate its future and participate in how the Black image evolves and is treated over time. This course will survey and critically explore an historical range of the Black image on screen and Black films in relation to inspiration, narrative, a scene, set, and site of production. Screening will include a sampling of important Black independently made, and/or Black cast and narrative feature films. We will discuss and analyze specific technical elements (direction, editing, framing and composition, mise-en-scene, music, etc.) that reinforce and demonstrate these larger themes. Accordingly, our discussions and readings will cover the full range of current issues and debates in Black cinema studies, from independence vs. mainstream filmmaking; gender and sexuality; class and color caste; the ghettoization and upwardly mobile integration of urban zones; cooptation and the rise of the bourgeois story as genre, and so on.