This class is an introduction to the craft of directing. We will take a step-by-step look at the director’s process and responsibilities in this most collaborative of arts. Our focus will include script, character and scene analysis; performance, casting and rehearsal; design and visual style; assembling the final form. We’ll talk about what an actor wants from a director, how to talk to the cinematographer and production/costume designers and why we look at editing as the final rewrite. Through lectures, screenings, assignments and discussions with working professionals, the class will offer a comprehensive foundation for the director on which to build a rich creative experience at Tisch and a long and satisfying professional career thereafter.
Category Archives: Spring 2025
Life Drawing: The Figure (FMTV-UT 1112)
Reccomended for students studying both animation and live action. This course is designed to train animation students to think visually, and to strengthen their overall drafting and design skills. The focus of the course is drawing humans and animals from live subjects, thereby learning to translate the three-dimensional world into two-dimensional terms. Drafting skills are important to all animators, regardless of their chosen media or focus. In particular, strong drafting skills are essential for character animators. This course allocates as a Craft for Film & TV majors. COURSE SUBJECT TO DEPARTMENTAL FEES.
Storytelling Strategies (FMTV-UT 20)
The ability to understand “what makes a good story well told” is a skill that is crucial to your growth as a filmmaker whether you become a writer, director, producer, actor, editor, cinematographer, etc. Storytelling Strategies looks at how narrative stories work through an examination of the structural and mythic elements first established by the ancient Greek playwrights and recognized by Aristotle in his “Poetics” thousands of years ago. The course continues this examination up to and including such contemporary story models as Joseph Campbell’s “The Hero with a Thousand Faces” as well as the current Hollywood paradigm, “the three-act structure.” We will seek to find those principles that form the backbone of successful narrative screenplays and contribute to a film’s ability to resonate with an audience. The lecture is for analysis. The recitations are for applying what you have learned, through writing exercises and a completed short screenplay. This course allocates as Scriptwriting for Film & TV majors. Course may not be repeated.
The Language of Film (FMTV-UT 4)
Language of Film is an introduction to the craft, history and theory of filmmaking and film-watching. The main challenge facing all filmmakers is to show the story: in other words, to visualize the drama. Over the past century, narrative, experimental and documentary filmmakers have developed a variety of creative strategies and techniques designed to give their audiences compelling, multi-sensorial experiences. The goal of this class is to explore how filmmakers in different historical and cultural settings have contributed to the evolution of film as a powerful, complex and captivating art form.. This course allocates as History & Criticism for Film & TV majors.
History of Children’s Television (FMTV-UT 1022)
Through lectures, discussion, program viewing, projects, guests, and our own lives, this course explores the state of children’s media for pre-schoolers to adolescents. The goal is to understand how we all have been affected by the media and how we can determine change for the next generation. We will consider the role television, videos, and the internet play in regard to family and peer relationships, education and social issues. We will also examine the broadcasting and cable industry as well as the success and failure of the government and such media groups as ACT (Action for Children’s Television) in regulating content of children?s programs. Assignments will include interviews of pre-schoolers and adolescents, website presentations, critique of children’s programs, and a proposal for children’s media. This course allocates as History & Criticism for Film & TV majors.
Introduction to Digital Fabrication (IMNY-UT 252)
Do you want to MAKE THINGS with your computer? Are you an artist, engineer, designer, sculptor or architect? Are you a few of those things? How are 3D scanning and 3D modeling different? What materials should I be using? Should I be 3D printing or CNC-ing this CAD file? What is a Boolean operation and why is it my new best friend? This class will answer all of your questions. Don’t know what any of these things are? This class will answer those questions also. By the end of this course, you will be familiar with all that digital fabrication has to offer. We will cover everything from laser to 3D to CNC. You will learn how to identify which digital fabrication technique works best for your projects. But more than that, you will learn what kinds of questions you should be asking in order to complete a project from start to finish. As technology advances at rapid speeds, digital making machines and software are changing just as fast. So instead of just being taught about the machines of today, you will also be given the tools to teach yourself the machines of tomorrow. Emphasis will be put on learning how to ask the right kind of questions to successfully finish a project. What do you want to make? Let’s make it.
Experimental Photography (IMNY-UT 232)
What are all the ways that you saw or made a photograph this week? How are those ways similar and different? How do those pictures function in your life and in society? What is a photograph? This course repeatedly asks these questions by using emerging computational tools to design alternative forms of making and interacting with photographs. The forms and applications of these tools, such as those for creative coding, physical computing, and machine learning, are explored weekly in technical tutorials and hands-on workshops. These are informed by discussions of critical debates in photography and various practitioners working with photographs, past and present. The homework includes readings, short writing responses, and photography assignments. Prerequisites: Comm Lab: HyperCinema (or similar coursework exploring communication and storytelling with digital tools) and New York’s IMA Creative Computing (or similar coursework with creative coding using the p5.js JavaScript library and programming for physical computing using Arduino microcontrollers). Note that prior experience with physical computing using the Arduino platform is required for this course. Please feel free to contact the instructor if you have any questions about the course.
Critical Experiences (IMNY-UT 206)
“Critical Experience is an experiential journey through a research driven art practice rooted in care, community, and somatic inquiry. This class is based on the premise that there are many ways to know things and we can draw upon these ways of knowing and our desire to know in order to nurture a creative practice grounded in research, clear intention, and a critical lens. Critical here means: discerning, eager to participate differently, cast new light on, re-examine, course-correct. You will be guided through traditional research methods (library and interview techniques, citations, informal ethnographies) and experience design while also being asked to cultivate intentional awareness of your own positionalities, communities, personal strengths, emotions, and desires through experimentation, hunch following, rituals, and contemplative practices.This class was created for or artists/designers who are interested in participation/interaction and its relationship to social practice, critical design, and change-making as well as individuals curious about knowing what moves them. Why experience? The work in this class will be looked at through the lens of its ability to transform (a user, participant, audience, viewer). Interactivity is one way of doing that, but through the lens of experience design, all art is temporal and embodied.”
Chatbots for Art’s Sake (IMNY-UT 233)
This class aims to repurpose existing chatbot technologies and use them for the sake of art. The class is twofold, students will engage in labs and workshops to learn and practice different techniques— such as p5.js, p5.speech, RiveScript, RiTa, and Alexa Skills—to create functional chatbots. They will also participate in lectures and discussions that look at the different roles Artificial Intelligence plays in human society, including but not limited to authority, companions, or simply reflections of the humans it interacts with.
3D Game Studio: Unity (GAMES-UT 325)
Unity is a practical course that introduces students to the methods, tools and principles used in developing three-dimensional games. This class builds on the foundations laid by the Intermediate Game Development course, which teaches students the 2D basics of the popular Unity game engine. Over the course of the semester, students learn all the technical and design fundamentals that are peculiar to the development of contemporary 3D games: geometry, light, materiality, the camera, use of 3D space, and ways of seeing. The focus in this class is on solo work, since it aims to build the specific set of skills that students will need to make 3D games in later classes. Only basic code skills are required, however. Unity is an industry favorite for small-to-mid sized studios. Compared to its main competitor, Unreal Engine, it is lighter-weight and more agnostic regarding a game’s design. It is better suited than Unreal for experimental, exploratory work, and for work that targets mobile platforms.
Business of Video Games (GAMES-UT 503)
This class discusses the interactive entertainment industry and looks at how strategy and innovation inform the development, distribution, and marketing of video games.
2D Art for Games (GAMES-UT 203)
Visual Effects and Compositing (FMTV-UT 1143)
Visual Effects and Compositing is a lecture and workshop course that covers the application and practical creation of 2D (greenscreen, color correction, morphing etc.)and integration of existing 3D (CGI, animation, virtual sets etc.) visual effects. The assignments will require students to explore how to create, manipulate and combine 2D and 3D images seamlessly.
Stop Motion Animation (FMTV-UT 214)
Includes all techniques in which the animator works directly in front of the camera. Examples include: Claymation, puppet animation, paint under the camera, in-camera special effects, and pixillation. Demonstrations on character building, set construction, and design, armatures, and lighting for miniature. Several short assignments are required to introduce students to intricacies of stop-motion animation and relationship to 3-D computer animation. Each student will produce a short film with sound. This course allocates as a Craft for Film & TV majors. COURSE SUBJECT TO DEPARTMENTAL FEES. THIS COURSE HAS PREREQUISITES. Non-majors must process a “Permission Notice for Non-Majors” form to register for the course (subject to availability).
Introduction to Visual Effects for Animated and Live Action Films (FMTV-UT 1153)
Introduction to Visual Effects for Animated and Live Action Films provides an in-depth overview of VFX production from the director-producer perspective. This course will offer a basic understanding of how VFX are utilized and will prepare students for the visual effects industry, and its constantly evolving digital and in-camera solutions. It will also provide an historical overview of the evolution of VFX. Students will also learn how powerful visual effects have been, and will continue to be, in helping to tell stories, especially projects with limited budgets. They will gain a detailed understanding of the type of camera coverage necessary on-set to facilitate the VFX process and what communications, with their primary crew, are necessary during early stages of preproduction to optimize footage for VFX. Areas of study include rig removal, green/blue screen compositing, motion capture, shooting backdrops, matte paintings, background plates, miniatures – models – forced perspectives, match lighting, sky replacement, crowd replication, integration of 2D and 3D CGI elements, motion control and practical effects shot in-camera.
Podcasting Workshop (FMTV-UT 1006)
The narrative non-fiction podcast is one of the most popular and creative formats in the audio space, due to the critical success of shows like Serial, 99% Invisible, Ear Hustle, and many more. Although they are challenging to produce, these shows bring a unique blend of intimacy and urgency to the media landscape. This workshop is for those who want to learn the basics of long-form, narrative audio storytelling. Students will go through the editorial steps of pitching, recording, writing and producing a completed episode in a documentary-style format. We’ll work on interview and writing techniques, developing your voice and creative ways of editing sound. Students will also create a podcast pitch deck to support their episode and explore ways to market, distribute, and monetize a narrative podcast.
Intro to Visual Communication (GAMES-UT 201)
This course allows students to harness the power of visual language in order to convey messages and meaning. The elements of visual foundation that will be covered include components (color, texture, image and typography), composition, and concept. Although the class takes place in the Game Design department, we will be less concerned with visuals as they are applied to games and instead will look at visual communication across a wide range of disciplines, from visual art to graphic design to web and interface design. Although non-digital mediums will be addressed, the understanding and use of industry-standard software is also a primary goal. The class is about the importance of visual design, how it shapes our culture. The students will learn about and discuss widely-practiced methods of visual communication, and then find their own voice through developing their own works, driven by a clearer understanding of their own tastes and interested fields.
Intro to Programming for Games (GAMES-UT 180)
Introduction to Programming for Games is a course that introduces students to the concepts, problems, and methods of computer programming, and how these apply to the creation of video games. The course assumes no prior programming knowledge, and is designed to touch on the basic principles of digital design in the form of computer code. There will be an emphasis on programming fundamentals; they will be motivated through the lens of designing and producing video games.
Introduction to Animation Techniques (FMTV-UT 41)
A beginning production course in which students learn the basic principles of animation, develop visual language, storytelling, observation, and communication skills. A freshman core production selection, but open to students at all levels. It is the prerequisite for several of the other animation and visual effects courses. Prior drawing experience is not necessary. The first half of the semester consists of weekly exercises in which students explore various styles and methods of animation including optical toys, stop motion, traditional drawn, and 2D digital animation. Students will be introduced to programs including Dragon Stop Motion, After Effects, Avid, Flash, and Photoshop. Various technical topics covered include aspect ratio, frame rates, storyboarding, editing animatics, scanning, working with image sequences, alpha channels, vector vs. raster art, compositing, rendering, using a Cintiq, and shooting stills with DSLR camera. During the second half of the semester students will complete a 15-30 second animated film with sound.
Intro to Game Studies (GAMES-UT 110)
This class is an overview of the field of games that approaches them from several theoretical and critical perspectives. No special theoretical background or prior training is needed to take the course, but to have had a broad practical experience with and basic knowledge of games is a distinct advantage. Also, an interest in theoretical and analytical issues will help. You are expected to actively participate in the lectures, which are dialogic in form, with ample room for discussion. The course will prepare the student to: Understand and discuss games from a theoretical perspective, as well as the components of a game; Apply new theories and evaluate them critically; Assess and discuss game concepts and the use of games in various contexts; Analyze games, and understand and apply a range of analytical methods.