Category Archives: Legacy Structure (Media & Entertainment)

Courses that count in IMA’s Media & Entertainment category

XR (Extended Reality) Studio: Designing Games for Headsets (GAMES-UT 324)

The spectrum of Extended Reality (XR) – encompassing Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) – brings with it several opportunities for new possibilities for game design, interactive storytelling, and more. While implementations of these technologies and associated theory have existed for a number of years, the recent technical and commercial resurgence means that developing skills in critical thinking and creative aptitude with regards to AR and VR is incredibly timely. To this end, rather than studying only contemporary discourse around XR technologies which frames it as a new development or passing fad, this class will also look at more well-established principles of both AR and VR – such as object presence and other aspects of existing theory. Furthermore, it analyses such technologies through a theoretical and critical lens, placing them within the wider history of the arts.

Game Design (Undergraduate)
2 credits – 7 Weeks

Sections (Spring 2025)


GAMES-UT 324-000 (17675)
01/21/2025 – 03/11/2025 Wed,Fri
8:00 AM – 10:00 AM (Morning)
at Brooklyn Campus
Instructed by Khandaker, Mitu

Code Lab 2: Code Literacy (GAMES-GT 303)

Code Lab 2 is a continuation in exploring how to craft game with programming. In Code Lab, we examined how to make games in openFrameworks, starting from scratch. This class will be a workshop, building off of that knowledge, but focusing on learning how to work with code that is already written. Students will learn to work with a new Integrated Development Environment (IDE), eclipse, learn to work with a version control system, and work in depth with Java and Processing. Over the course of the class, students will be given several versions of classic games (Pong, Space Invaders, Asteroids, etc.) that are incomplete or have an obvious bug. They will learn to read the code, identify how to correct the issue with the game, and then eventually modify it to make their own new version of the game. These skills are essential to work with code from other developers, whether they are members of the same team, open source projects, or examples provided in tutorials and readings.

Game Design (Graduate)
4 credits – 14 Weeks

Sections (Fall 2024)


GAMES-GT 303-000 (21771)
09/03/2024 – 12/12/2024 Fri
11:00 AM – 1:00 PM (Morning)
at Brooklyn Campus
Instructed by Parker, Matthew

Devising & Documentary (OART-UT 144)

Note this class is called “Devised Theater: History and Practice.” This intensive focuses on both historic evolution of ritual-based/early theater models through contemporary theater philosophies (accentuating history of Futurist/Dada theater innovations to present), and on anatomizing the nature of performer, performance, story and storytelling via the non-traditional philosophies and methods of contemporary experimental theater. The class will be rigorously participatory in terms of discussing/physicalizing these experimental methods and will culminate in the creation and performance of simple class collaboration-generated stage narratives. Students will investigate the meaning and application of physical/environmental ’neutrality’ on stage as they simultaneously investigate and define for themselves the most essential markers needed for the viewer to perceive ‘story’ in performance. As the staged pieces are constructed from these anatomized building blocks of performance and story, more complex qualities of character, identity, archetype, mannerism, linguistic disfluencies (verbal and non-verbal) and psychological subtext will be introduced as tools for each performer’s role in the story. In the final phases of piece creation, simple analog elements of music, sound, light, mask, craft materials, dance, virtuosic/specialized skill, props will be introduced as tools. The final performance will aspire to clear and effective applications of the performance/story elements discussed (or discovered) in class. Techniques and exercises derived from the worlds of Futurism/Dada, Richard Maxwell, Blue Man Group, Elevator Repair Service, Ann Bogart, Joshua Fried, and others will be discussed and employed.

Open Arts Curriculum (Undergraduate)
1 credits – 16 Weeks

Sections (Fall 2021)


OART-UT 144-000 (15799)

New Portraits (ITPG-GT 3042)

Credits: 2
Duration: 6 Weeks
Dates: Thu

“””Portraiture stands apart from other genres of art as it marks the intersection between portrait, biography, and history. They are more than artworks; when people look at portraits, they think they are encountering that person,”””” says Alison Smith, chief curator at the National Portrait Gallery in London. For thousands of years, artists have used cutting-edge tools and resources to create portraiture, giving viewers a glimpse into the subject’s life. A successful portrait embraces technology to bring the viewer closer to the subject but is not overshadowed by it. In this course, we will delve into portraiture through the lens of volumetric capture using the Depth Kit system. Through hands-on assignments, students will learn the entire pipeline of volumetric capture, from configuring the system to capturing our subjects and final output. Simultaneously, we will focus on fundamental aspects of portraiture, such as lighting, storytelling, production techniques, and historical foundations. The course will explain the techniques and considerations involved in creating volumetric portraits. We will explore various approaches to capturing subjects, employing advanced technologies to record their presence in 3D. Students will gain proficiency in the Depth Kit system to produce high-quality volumetric portraits that can be integrated into different mediums, including game engines, augmented reality (AR), or traditional 2D outputs.”

Interactive Telecommunications (Graduate)
2 credits – 6 Weeks