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Courses

Graduation Pathways

The MDM offers 3 pathways to graduation

Research Paper

This pathway will provide students with the opportunity to focus on a major paper or project over the course of one full term. 

Through their major research paper, students can pursue but are not limited to the following:

  • Pursue industry-related projects supported by research
  • Create an artistic/design piece that relates to the field of digital media
  • Conduct a research study on a specific area of digital media
  • Other research project topics with program approval

Other notes:

  • Must take DG8009: Directed Studies course
  • Supervisor & second reader needed

Suggested for students interested in moving onto a Ph.D.

Capstone Project

This pathway will provide students with the opportunity to focus on a capstone project over the course of one full term. 

Option A - Startup

  • Work on your Start-up for 6-7 months
  • Business plan
  • Reflection Paper
  • Develop MVP/Beta version
  • Mentor needed
  • Team based

Option B - Industry Partnership

  • Work on a project with an industry partner for 7-9 months 
  • Project: Co-developed with the industry partner
  • Outcome: Summary report and professional experience

Coursework Only

The coursework pathway is suited to students who wish to deepen their knowledge on a broad range of advanced topics.  

Student will need to complete the following:

  • 4 required courses
    • DG8001: Foundations of Digital Media
    • DG8002: Digital Media Environments
    • DG8004: Digital Media Entrepreneurship
    • DG8011 Collaborative Workshop Research Design
  • 7 elective courses (from MDM or mix from other programs)
  • No research paper required

 

Required Courses

Business, technological, social, legal and ethical issues and the many forms of digital entertainment are introduced and framed. The  emergence and ongoing development of the digital entertainment industry is discussed through a historical exploration and critical analysis of the economics, technical innovations, social demands and ethical constraints that define it. There is a focus on the range of careers and professional opportunities in this rapidly expanding sector. Outcomes are exploration and a critical perspective on digital entertainment and other fields of digital media such as health, education, advertising, and social media. This exploration will act as a common basis for all subsequent discussion and collaboration between students with artistic, technical or interdisciplinary backgrounds. 1 Credit

This production-oriented course provides an introduction to the landscape of digital media environments, the audiences they serve, and the platforms through which they are typically delivered. The course then introduces regulations and standards, interaction design and production skills, an exploration of the project development cycle, project management, project evaluation and user testing. Concept design of websites, computer games, and other networked, ambient screen-based and non-screen-based displays, and or mobile applications or appliances, including the general concept of “the internet of things”, are explored through a series of brief, hands-on projects. 1 Credit

This course will help students better understand digital media industry sectors, basic competitive strategies and business models, and the process of considering, planning for and gathering resources to launch an entrepreneurial start-up company in the digital media sector. Students will develop an understanding of activities involved in developing, producing and marketing digital media to consumers, components of a company’s market and competitive strategic positioning and business model, elements of a viable business plan for a startup company, and how to communicate elements of the business plan to outside parties for support or for provisioning of resources. Students will perform project work in small teams. 1 Credit

 

This workshop will introduce students to fundamental concepts and skills required to successfully manage projects in dynamic, agile, multidisciplinary team environments relevant to digital media. Classes involve guest lectures, design thinking exercises, hands-on experiences, industry exploration, and applied research methodologies. Course work consists of a mixture of classroom instruction and team projects.

Pass/fail milestone

This workshop continues the fundamental concepts and skills required to successfully manage projects in dynamic, agile, multidisciplinary team environments relevant to digital media. Classes involve guest lectures, design thinking exercises, hands-on experiences, industry exploration, and applied research methodologies. Course work consists of a mixture of classroom instruction and team projects.

This course will only be required for MDM students who will take the MRP and Capstone route only.

Pass/fail milestone

This 6 month long project will provide students with the team-based opportunity to focus on a major project over the course of one and-a-half semesters. Students following the Industrial Focus stream will pursue industry relevant projects. Students following the Entrepreneurial Focus stream will work on a project that has the potential to become a commercial product or a service, and that could lead to the development of a standalone company. Those students following the Art/Design stream will work on projects with that particular focus. A written project document will also be a required outcome of this course. Prerequisite: Successful completion of Collaborative Workshop. 
 This is a Milestone.   


Elective Courses

MDM students will select at least two courses as their electives. Please note: not all elective courses listed below will be available each term. Students will be notified of all available courses before the course add/drop deadlines.

Fall Electives

This course will introduce students to the fundamental frameworks for the design of popular digital media environments. Specifically, the course will analyze formative elements and strategies adopted in game design, social networking and interactive digital media systems, including interaction design with a variety of devices, platforms and media. Key components explored include user engagement, immersion, visual narrative, interactive storytelling, performance, user cognition and perception. Students will develop a solid understanding of how these environments work, inclusive of alternative design strategies, how users interact, and what is required to create such environments. Students will perform project work in small teams.

1 Credit

 

This course is available to graduate students who wish to gain knowledge in a specific area for which no graduate-level courses are available. The course is taken under the guidance of a faculty member, and students are required to present a formal report, or take a formal examination, at the end of the course. The program of study must be approved by the supervising faculty member and the program director at the beginning of the term of study.

1 Credit

 

This course offers students the opportunity to conceptualize, collaborate, and create a podcast in 12 weeks. Students will actively explore strategies to create compelling show ideas, considering format, frequency, distribution, and marketing. Students will utilize frameworks to deeply understand an audience, as well as craft creative assets that support the podcast’s content. Various high tech and low tech tools and techniques will be explored.

1 Credit

 

This master's-level course offers an in-depth exploration of digital/analog fabrication techniques and craft with a dual focus on additive and subtractive processes. Students will learning about the theory of making and gain hands-on experience with a wide range of fabrication tools, including 3D printing, CNC milling, laser cutting, flatbed UV printing, and traditional woodworking and metalworking techniques. Through project-based learning, participants will investigate the material, technical, and formal implications of each method, developing a critical understanding of their potential, limitations, and operational order. Emphasis will be placed on craft, material behaviour, machine calibration/tolerances, and hybrid fabrication strategies that integrate both additive and subtractive techniques

The course encourages experimental approaches while grounding students in industry-relevant practices. Students will be expected to produce a series of components that culminate in a f inal assembly, demonstrating their ability to synthesize digital design with advanced fabrication methods

1 Credit

 

Field Placements provide opportunities for full time, non-practitioner students to earn academic credit for relevant work experience (paid or unpaid), normally outside the university. They must be related to Digital Media and to the student’s learning objectives in the program. Field Placements offer students the opportunity to link theory with practice, to conduct research, to learn about professional practices in organizations in the field of digital media and to gain work experience.

1 Credit

 

This course explores video game design, examining what makes games engaging, fun, and effective for training participants. It covers theoretical perspectives on core mechanics, narrative, character, and aesthetics through practical application, including building game iterations and full game loops.

1 credit

 

Winter Electives

Digital media professionals need to communicate their ideas clearly and persuasively and work with teams of creative, technical, and business people. Building effective interdisciplinary teams requires skills in improvisation, listening effectively, engaging diverse audiences, and inviting and resolving conflicts. This interactive, workshop-based course focuses on interpersonal communication skills and public speaking. For greater self-awareness and improvement, course speeches are digitally recorded.

1 Credit.

 

This course is available to graduate students who wish to gain knowledge in a specific area for which no graduate-level courses are available. The course is taken under the guidance of a faculty member, and students are required to present a formal report, or take a formal examination, at the end of the course. The program of study must be approved by the supervising faculty member and the program director at the beginning of the term of study.

1 Credit

 

In this course, students will work together to co-develop a game in a game studio format, using software engineering principles. Students will take on specialized roles within the class and, over the course of five Sprints, iteratively develop a polished game ready for publication.

1 Credit

 

This course explores the intersection of artificial intelligence and interactive media, focusing on developing creative and innovative experiences.

Students will delve into the design and implementation of AI-driven interactive experiences, including interactive fiction, artificial characters, avatars, and AI tools themselves. Through a combination of theoretical study and hands-on prototypes, participants will gain a deep understanding of how AI can enhance and transform user interactions in creative contexts.

The course will cover key concepts in machine learning, natural language processing, and interaction design, with an emphasis on their application in imaginative and engaging digital experiences.

Students will learn to critically analyze existing AI-driven interactive systems, identify opportunities for innovation, explore ethical considerations, and develop their own creative prototypes that push the boundaries of what's possible in this rapidly evolving field.

By the end of the course, students will have developed a nuanced understanding of the ethical, technical, and design considerations involved in crafting AI-enhanced interactive experiences.

1 Credit

 

Field Placements provide opportunities for full time, non-practitioner students to earn academic credit for relevant work experience (paid or unpaid), normally outside the university. They must be related to Digital Media and to the student’s learning objectives in the program. Field Placements offer students the opportunity to link theory with practice, to conduct research, to learn about professional practices in organizations in the field of digital media and to gain work experience.

1 Credit.

 

This course provides an intensive overview including the history and evolution of themed environments and attractions, design objectives and approaches, industry structure and professional spectrum, and innovation framework. Lectures, seminars, readings, tours, guests, and field trip options will be adapted to student interests. Students will explore, develop, and present or demonstrate a topic of interest related to ride, show, or guest experience.

1 Credit

 

This structured experiential learning opportunity allows students to focus on a project within one of Toronto Metropolitan University’s Zones. Students will improve their knowledge through engaged experiential learning while developing their social and collaborative skills. Students will set milestones with the instructor based on their personal interests and project needs, meet regularly to determine progress and adjustments, discuss relevant theories and methodologies in class, and share accountability-rep.

1 Credit

 

Technology and User interfaces are changing dynamically. It is critical for designers to understand a tested design process that can be used for emerging technologies. This course uses design thinking models, creative techniques and software to empathize with the end user, define the problem, ideate possible solutions, prototype a minimum viable product (MVP) and iterate after user testing. This project-based course introduces students to the process involved when taking a project from concept stage all the way to hand-off for development. Students will learn to use design tools to convey design solutions in the form of a MVP using techniques and industry standards (e.g. Nielsen Norman principles.) Each assignment of this course is a component of the final assignment, an interactive Minimum Viable Product.

1 Credit

Summer Electives

This course is available to graduate students who wish to gain knowledge in a specific area for which no graduate-level courses are available. The course is taken under the guidance of a faculty member, and students are required to present a formal report, or take a formal examination, at the end of the course. The program of study must be approved by the supervising faculty member and the program director at the beginning of the term of study.

1 Credit

 

This course is designed for students who wish to gain comprehensive skills in 3D modeling for game environments, with a focus on mastering the Physically Based Rendering (PBR) pipeline and importing assets into Unreal Engine. By the end of the course, students will have created a detailed environment asset, textured it using PBR materials, and imported it into Unreal Engine for use in a game-ready scene.

1 Credit

 

This course introduces emerging technologies shaping the future of digital media, with an emphasis on real-time workflows, creative experimentation, and accessible production methods. Designed for students at the beginning of their technical journey, the course provides hands-on experience with tools such as game engines, photogrammetry, motion capture, and generative AI leveraging both professional software and mobile-friendly, free-to-use platforms to lower barriers to entry.

Throughout the course, students will explore a wide range of production techniques while engaging in critical discussions around the ethical, philosophical, and cultural impacts of these evolving technologies. The term culminates in a self-directed final project, developed in either Unreal Engine or using generative AI tools, showcasing the student’s creative and technical growth.

1 Credit

 

This course will focus on strategic and novel topics and concepts in Digital Media which may include, but are not limited to: Ambient and Artificial Intelligence, Social Networking Analysis and Design, Social Media and its Frameworks, Advanced Concepts in 3D Graphics and Visual Effects, Multimedia Syndication and Segmentation and Unified Communications in Multimedia Systems, and Information Security and Privacy.

1 Credit

 

Field Placements provide opportunities for full time, non-practitioner students to earn academic credit for relevant work experience (paid or unpaid), normally outside the university. They must be related to Digital Media and to the student’s learning objectives in the program. Field Placements offer students the opportunity to link theory with practice, to conduct research, to learn about professional practices in organizations in the field of digital media and to gain work experience.

1 Credit.

 

From the first moment a human picked up a stick and attempted to knock down some food from an unreachable location we have attempted to use technology to extend our influence in the world. This course will examine physical systems designed to extend the notion of human presence to remote locations. Topics may include Presence, Telepresence, Tele-robotics and Agency. The course is designed to provide students with a practical introduction to HRI that will involve the design and construction of working robotic systems designed to interact with remote environments. Prerequisite: CPS607 or permission of the instructor.

1 Credit

 

This structured experiential learning opportunity allows students to focus on a project within one of Toronto Metropolitan University’s Zones. Students will improve their knowledge through engaged experiential learning while developing their social and collaborative skills. Students will set milestones with the instructor based on their personal interests and project needs, meet regularly to determine progress and adjustments, discuss relevant theories and methodologies in class, and share accountability-rep.

1 Credit

 

In this comprehensive course, students will gain a profound understanding of the design principles and development considerations that encompass virtual reality (VR), augmented reality AR), and mixed reality (MR) applications, but also delve into the fundamentals of crafting virtual environments for immersive experiences. Students will also gain understanding of the considerations for designing shared and collaborative VR experiences for VR projection environments. Throughout this course, participants will have access to an array of cutting-edge resources, including Quest VR headsets, tablets, Holographic Displays, and the Immersion Studio within the TMU Library, all of which will be instrumental in testing and developing applications tied to their final XR immersive projects.

1 Credit

The Creative School Graduate Electives

The Creative School offers graduate elective courses open to all students in the faculty. If you are interested in taking an elective outside of your program, please contact your program administrator for information on how to enroll and make sure the course can be used for credit in your program. Please note that spots for non-program students in graduate electives are limited.