The pathway below represents an efficient and effective course taking sequence for this program. Individual circumstances might require some changes to this pathway. It is always recommended that you meet with an academic counselor to develop a personalized educational plan.
The courses have been intentionally placed and should be prioritized in the order in which they appear. If you are unable to take all the courses in a semester, you should prioritize enrolling in the courses in the order below. Some courses have been noted as “Appropriate for Intersession” . Should you need (or want) to take classes in the summer and/or winter intersessions, the program recommends these courses as appropriate for the condensed schedule of the intersessions.
Some pathways combine a “Certificate of Achievement” and an “Associate Degree”. If you are pursuing only the Certificate of Achievement, you are only required to take the courses marked “Program Requirement” .
All pathways include at least one “Gateway Course” which introduces you to the program and/or field of study and helps you decide if you want to continue with this Academic and Career Path.
Most Associate degrees (though not Associate Degrees for Transfer) require satisfying the SMC Global Citizenship requirement. If the Program Requirements do not include a “Global Citizenship course” , be sure to select a General Education course that also satisfies Global Citizenship.
This cross-disciplinary program gives students an introduction to esports while preparing them for careers in media and game studies. Students completing the esports degree and certificates get prepared for employment opportunities in the digital media industry and transfer into four-year degree programs. There is a wide range of employment possibilities for students training in esports, leading to careers in journalism, athletic teams coordination, sportscasting, and media production and management.
Upon completion of the program, students will:
- Upon completion of the program, students will be able to analyze and articulate the theories and critical models of the gaming and media industries, demonstrating an understanding of the principles of esports announcing, production, and performance, including professional terminology and procedures. Students will also be able to demonstrate the essential oral and written communication tools needed to function professionally in a media television production environment, including the ability to coordinate team sports.
Appropriate for Intersession
This introductory course examines the medium of video games. The course studies how video games have developed historically, culturally, and technically. Issues of narrative, design, interactivity, and spatiality, which inform both the medium as a whole and individual games in particular, are examined. The function of video games as media texts within popular culture is also assessed.
- 4G: Interdisciplinary, Social & Behavioral Sciences
- D7 - Interdisciplinary Social and Behavioral Science
- Area II-B: Social Science (Group B)
This course is an introductory overview of the electronic game development process that underlines the historical context, content creation strategies, and future trends in the industry. The course will also explain how games are produced, tested, and released. This course will also cover the history of game platforms up to the most recent systems, and the expanded growth in Mobile, Casual, and Serious game development.
This introductory leadership course provides foundation for the preparation of future sport managers. The course addresses sport management, sport law, sport marketing, sport finance, sport ethics and sport history. This course also discusses the support systems necessary to sustain the sport industry such as broadcasting, media relations, and facility and event management. Guest lecturers may be arranged and field trips may be required.
This introductory course in rhetoric emphasizes clear, effective written communication and preparation of the research paper.
- Prerequisite: ENGL 21B or
- Prerequisite: ENGL 22
- Prerequisite: ESL 19B or
- Prerequisite: Group A on the Placement Test
- 1A: English Composition
- A2 - Written Communication
- Area IV-A: Language and Rationality (Group A)
This course provides an exploration of intellectual, psychological, social and physical factors that impact lifelong learning, well-being and success. Topics include motivation and self-efficacy; critical thinking, academic integrity and active study strategies; health issues and lifestyle choices; relating to others as a global citizen; written and oral communication; time management; career exploration; and educational planning.
- E - Lifelong Understanding and Self-Development
The focus of this course is on building a solid understanding of play mechanics: the formal elements of play, the dramatic elements that make a game meaningful to its players, and the system dynamics that shape the overall experience. Lectures will use historical and current games and genres to illustrate key concepts. Topics include strategy and tactics, resource management, emergent complexity, puzzles and puzzle development, and the business of games. Students will also learn the process of design through prototyping and playtesting.
This course provides basic training in the use of television equipment and facilities; camera operations; audio and video control; lighting; graphics; editing; portable video, and audio production techniques.
Sports reporting for the broadcast and internet media, including a study of sources of information, statistic and personal background on teams and athletes, as well as techniques in TV and Radio anchoring, interviewing, sideline reporting, play-by-play announcing and color analyst/commenting along with ESports are covered in this course. Special emphasis will be given to the particular demands and playing environments of spring sports such as basketball and track and field. Field work in coverage of spring sports involves interview shows with coaches, players, and sports figures and more.
SMC GE Area IV-B Course 3-5 units
SMC GE Area III Course 3 units
JOURN 1 recommended
SMC GE Area II-A Course 3 units
JOURN 7 / MEDIA 25 recommended
DMPOST 3 recommended
GAME 3 recommended
The entertainment industry is rapidly and continuously shifting and evolving, with digital technology serving as the catalyst for its change. This new paradigm requires that our understanding of the industry and its operations evolve along with it. This introductory course will examine the current and future trends that drive the industry, and the changing business models and associated roles for creatives and executives within the business of entertainment.
This introductory course familiarizes students with the fundamental aspects of digital video production. Covering acquisition formats, authoring formats and delivery formats. The class provides a strong foundation for working with visuals and sound in non-linear digital video post-production. Topics will include digital vs. analog, time code, frame rates, frame size, aspect ratios, broadcast and streaming codecs and distribution formats. *Catalog Course Comment: This course uses Adobe Premiere Pro.
This course focuses on the advanced techniques, skills, and theories of editing as well as the technical requirements for assembling a digital video project. Through a series of hands-on projects, students will put traditional theories of picture and sound editing into practice using advanced techniques of layering, rotoscoping and motion graphics. This course will utilize a industry standard editing application with a shared storage server. *Catalog Course Comment: This course uses Avid Media Composer.
- Advisory: DMPOST 3
This introductory course provides an overview of the 3D real-time creation tool, Unreal Engine, as it may be applied to a variety of disciplines, such as game development, architectural visualization, and filmmaking. Topics covered include 3D objects, materials, lighting, physics, cameras and effects. In addition to the technical skills needed to effectively use the software, students will also be introduced to professional workflows for a range of careers.
This hands-on course focuses on communication design for motion. Students will conceptualize, design and produce visual communication solutions using motion. Motion Graphics is a form of communication with a range of applications: film, television, communication design, branding, advertising and web. Projects will cover best practices for animation and visual effects in broadcast design, film titles, and video production by combining narrative storytelling, graphics and typography.
- Advisory: GR DES 33
- Advisory: GR DES 64
This hands-on course focuses on communication design and common professional uses of advanced motion graphics. Students will conceptualize, design and produce innovative time-based visual communication solutions using motion design theory and techniques. Exploring a wide range of applications (film, web, television, communication design, branding and advertising), students will create projects with advanced techniques for animation and visual effects in broadcast design, film titles and video production by combining typography, graphics and narrative storytelling.
- Advisory: GR DES 71
An introductory course in planning stories, news gathering, organizing and writing news across multiple platforms. Students learn to report and write news stories based on their own reporting, including original interviews and research, and how to use AP style. Stories include both news and features, and may include covering events, public lectures, meetings and other local stories. Students will be made aware of legal and ethical issues related to journalism.
- Advisory: ENGL 1
An intermediate news writing and reporting class with a focus on public affairs beats, including local and regional governments, police, schools, courts and other civic agencies. Legal and ethical aspects of the profession are covered. Students will cover both on- and off-campus assignments and topics and explore reporting across multiple platforms
Student media practicum and lab where students produce engaging social media journalism content for the campus community. Students learn how to plan, pitch, innovate and execute news content pieces across the social and digital landscape. Students collaborate with student newsroom writers, photojournalists, designers and editors to develop audience engagement strategies following media industry best practices. Students use analytics and metrics to analyze how audiences engage with created content.
Sports reporting for the broadcast media, including a study of sources of information, statistic and personal background on athletes, as well as techniques of interviewing, color reporting, and play-by-play announcing are covered in this course. Special emphasis will be given to the particular demands and playing environments of fall sports such as football. Field work in coverage of football and other fall sports involves interview shows with coaches, players, and sports figures.
Students become acquainted with the career fields related to the discipline of the internship by working in a professional setting. Students spend a minimum of 60 hours during the term under the supervision of a professional in the field. Learning objectives and exit internship evaluation are required. Limited availability.
- Prerequisite: Students must complete a minimum of 6 units in the previous fall or spring semester at SMC and should receive a le
Students become acquainted with the career fields of radio, television or other media by working in a professional broadcasting or media company. Students spend a minimum of 60 hours during the term under the supervision of a media professional. Learning objectives and exit internship evaluation are required. Limited availability. Broadcast 90B requires 120 hours (8 hours/week for 16-week semester).
- Prerequisite: BRDCST 1 or
- Prerequisite: BRDCST 3A or
- Prerequisite: BRDCST 4A
This course explores how athletes have an impact on their teams, their campuses, and the larger community. The course examines how athletes influence the attitudes and behavior of peers and can influence changes in social norms. In the course students consider what it means to be an effective leader in private as well as in public. Students explore theories of leadership and motivation as well as the use and misuse of leadership particularly in reference to athletics.