Digital Media
間眅埶AV, University of British Columbia, Emily Carr University of Art + Design and the British Columbia Institute of Technology collaborate on the master of digital media (MDM), a full-time professional graduate program offering team-based learning in close collaboration with the digital media industry. The program is offered at the Centre for Digital Media. For further information visit .
This intensive 16-month program engages students through coursework and projects to develop essential communication, collaboration & leadership skills. The unique curriculum meets the needs of the new and expanding digital media markets across all business verticals including healthcare, education, business and the entertainment industry. Graduates gain the skills and knowledge that help them to:
- Collaborate and communicate effectively in multidisciplinary teams.
- Create comprehensive business strategies and manage development projects.
- Design and deliver innovative, high-grade products to clients on time and on budget.
The program helps develop six core competencies valued in the digital media industry:
- Self-Awareness
- Articulation
- Design process
- Time management
- Information literacy
- Teamwork
間眅埶AV Requirements
Applicants must satisfy the University admission requirements as stated in Graduate General Regulations 1.3 in the 間眅埶AV Calendar.
There will be annual admission with the possibility of early or out-of-cycle admissions in special cases.
The minimum standards will be those of 間眅埶AV, as described in the Graduate General Regulations (page 219), augmented by the following specific requirements.
The school aims to admit students with diverse backgrounds, across the broad areas in which our faculty have disciplinary expertise. The following admission requirements encourage such diversity while setting minimum standards for acceptance into the program.
Students will be admitted to study for the Master of Digital Media (MDM) degree. Applications are reviewed and approved by the graduate program committee.
Minimum Standard Entrance Requirements
Applicants must have completed a 4 year undergraduate degree (or equivalent) acceptable to all 4 Centre for Digital Media Partner Institutions in a field related to digital media, for example:
Computer science, engineering, education, management, economics, communication, art, design or performing arts, art history, architecture, linguistics, psychology or philosophy.
Note: If applying from another related discipline, applicants must make the case for the relationship between the discipline in which they hold their previous degree and this program and how they would benefit from the MDM program.
Minimum cumulative GPA of 3.0 or better at a Canadian university, or equivalent, for the undergraduate degree. Minimum overall average in the B+ range (76% or higher) in 3rd and 4th year courses,
or:
- Academic standing with at least 12 credits of 3rd and 4th year courses in the A range (80% or higher) in the field of study,
or:
- Applicants who hold a 4-year undergraduate degree, who do not meet the requirements experience may be granted admission on the recommendation of the MDM program.
Three reference letters from suitably qualified persons.
Samples of work/portfolio:
Letter of intent
Short formal essay
Resume
Additional 間眅埶AV Requirements
English Language Competence
English is the language of instruction and communication at the University. Accordingly, an applicant whose primary language is not English must demonstrate command of English sufficient to pursue graduate studies in the chosen field. Please refer to the Graduate General Regulations (1.3.12 English Language Competence) for minimum language requirements and further information.
Interview
Candidates who are considered for admission may be required to attend an interview during the latter stages of the admission process.
Program Requirements
This program consists of required courses, an elective course, projects, and an internship for a minimum of 51 units.
Students must complete all of
Business, technological, social and ethical issues and realizations of digital entertainment are introduced and framed. The emergence and ongoing development of the digital entertainment industry is discussed through an historical exploration and critical analysis of the economics, technical innovations, social demands and ethical constraints which define it. Outcomes are exploration and a critical perspective of digital entertainment, which will act as a common basis for all subsequent discussion and collaboration between students with artistic, technical or interdisciplinary backgrounds.
Section | Instructor | Day/Time | Location |
---|---|---|---|
Jon Festinger |
TBD |
The many facets of storytelling are explored, with an emphasis on the meaningful visualization of creative content. Text and sound are used as the stimulus for development of visual narratives through shape, colour, line, texture and composition. Students cultivate essential art direction skills through photo essays, storyboards, animatics, character design, costume design, lighting design, mise-en-scene and cinematography. Classic texts are re-envisioned to develop a critical analysis of contemporary visual archetypes.
This course provides students with the practical skills to improve collaboration with others, for the end goal of creating successful projects together. From improving their performance in team based scenarios and developing strong presentation skills, to creating stories and characters on the fly, improvisation is an essential skill in a digital media industry that demands increasing flexibility and creativity, relies on innovative minds for its evolution and depends on rapid prototyping and iterative product creation for its survival.
Section | Instructor | Day/Time | Location |
---|---|---|---|
Patrick Pennefather |
TBD |
The financing and exploitation of digital entertainment is examined using actual forms, articles and projects. Different methods of financing and distributing video games, mobile content, theatrical feature films, television projects and series will be examined. The drafting and negotiating of basic entertainment contracts and intellectual property law related to digital entertainment will also be discussed.
Section | Instructor | Day/Time | Location |
---|---|---|---|
Jason Elliott |
TBD |
and one of*
Normally a student would take at most one directed studies course during their degree. Directed studies offered within the program will be approved by the MDM Program Committee to essentially the same criteria required for approval of a new elective. If approved, this course can be taken in place of an elective.
and three projects
Building Virtual Worlds is the first project course. Teams from different backgrounds and disciplines design and implement an artifact in a virtual environment. Student-lead projects have an explicit role in teaching project management and business aspects of team based creations. This hands-on immersion into a group problem solving environment is designed to break down student inhibitions and to foster rapid project planning and prototyping.
Section | Instructor | Day/Time | Location |
---|---|---|---|
Larry Bafia |
TBD |
Projects II, III and IV cohesively build on the Project I experience with projects of increasing technical, artistic and management sophistication. Projects II, III and IV are independent, semester length group studies based on working with an external client and/or collaborators. Teams of three to eight students work on a dedicated project(s) during that semester. In all four of the Projects courses, students learn, experience and execute the business aspects of team based projects from scoping to the creation of business plans, from on-going project management to final product delivery which is on time and on budget.
Projects II, III and IV cohesively build on the Project I experience with projects of increasing technical, artistic and management sophistication. Projects II, III and IV are independent, semester length group studies based on working with an external client and/or collaborators. Teams of three to eight students work on a dedicated project(s) during that semester. In all four of the Projects courses, students learn, experience and execute the business aspects of team based projects from scoping to the creation of business plans, from on-going project management to final product delivery which is on time and on budget.
and an internship
Students will work full-time in the digital media or entertainment technology industry. This term gives students real-world experience in working to concrete deadlines with a motivated, often multidisciplinary, team. Students learn firsthand the importance of effective communication and cooperation to achieve a specific goal and time-lines.
Section | Instructor | Day/Time | Location |
---|---|---|---|
Rachel Ralph |
TBD | ||
Rachel Ralph |
TBD |
This course is a continuation of DMED 530. Students are required to work full-time in the digital media or entertainment technology industry. This term gives students real-world experience in working to concrete deadlines with a motivated, often multidisciplinary, team. Students learn firsthand the importance of effective communication and cooperation to achieve a specific goal and time-lines. Prerequisite: DMED 530.
*A course from a partner university, or other university, may be substituted for the elective course with approval of the MDM director.
Program Length
Students are expected to complete the program requirements in four terms. If the internship is extended to eight months then students are expected to complete the program requirements in five terms.
Other Information
There is an option to extend the internship to eight months. Students who choose to do an eight month internship will enroll in DMED 531 and receive their final grade at the end of the term.
Academic Requirements within the Graduate General Regulations
All graduate students must satisfy the academic requirements that are specified in the Graduate General Regulations, as well as the specific requirements for the program in which they are enrolled.