Prerequisite: None
Leads to: 2D Interactivity

Develop a comprehensive understanding of the processes used in 2D animation, exploring the core concepts of character animation, character design, timing, movement and background art. Drawing from traditional methods of animation, you will apply your craft to the digital medium. Where our Animation subject introduced you to the principles of the form and taught you how to animate by hand, 2D Animation teaches you specifically how to use software to generate moving 2D art.

You will also learn a range of introductory skills for creating both basic and sophisticated animations, such as how to develop and effectively use timeline-based animation. The course covers the techniques required for the use of frames and frame-by-frame animation, keyframes, importing and exporting images, drawing inside the development software, point-based animation and tweening, animation on paths, effective walk cycles, nesting animations and the use of sound.

While largely practical, this subject will expand your range of drawing skills and enhance your ability to create considered, well-designed animations for use as assets or stand-alone elements in film, web or other interactive media.

Prerequisite: 2D Animation
Leads to: Game Development

Learn the fundamentals of programming in a fun, colourful way by using Actionscript 3.0 to make your very own Flash games. Using problem-solving techniques and logical calculations within the fundamental constructs you’ll be taught, you will create exciting, playable projects that you can be passionate about.

Prerequisite: 3D Intro
Leads to: Advanced 3D Modelling; Advanced 3D Animation

Expand on the skills you have developed in 3D Intro with this project-based subject. With a strong focus on aesthetics and techniques, we will take you through all the major roles and stages in a 3D production pipeline, beginning with design and moving through modelling, texturing, rigging, animating, lighting, rendering and output. This subject will give you a far deeper understanding of the 3D production process, as well as a broader information base from which to make aesthetic decisions.

Prerequisite: None
Leads to: 3D Modelling; 3D Character Animation

Even if you have no experience in animation, this subject will teach you the core skills required to create your first 3D models and basic animations. Working in 3D Studio Max, you will cover navigation and 3D interface use, using basic 3D tools and techniques, character design, modelling tools and textures, character rigging, lighting and rendering methods, and basic animation. This subject is the foundation to later 3D work, and is a prerequisite course for entry into 3D Character Animation.

Prerequisite: 3D Intro
Leads to: Advanced 3D Modelling

During 3D Modelling, you will build on your foundation skills from 3D Intro. This subject introduces you to more advanced techniques in 3D animation, leading you towards industry-standard professional workflows. You will pick up detailing techniques for both organic and inorganic modelling, as well as developing a variety of methods for texturing and presenting your characters and models.

Prerequisite: 3D Modelling; 3D Character Animation

Work on the cutting-edge of realistic character creation! In this class, you will learn advanced methods for modelling, sculpting, detailing and texturing characters. In addition, you will pick up detailing techniques for both organic and inorganic modelling requirements, and use photographs to create realistic textures.

Prerequisites: Game Development
Exclusions: Virtual Environments

Moving beyond character creation, this subject shows you the advanced techniques you need to create immersive and interactive 3D environments. Using state-of-the-art game engine Unity3D, which allows rapid game development, you will discover that much of the power of 3D comes from the ability to create environments within which real-time events can be rolled out, demonstrated or enacted, in simulation of real environments. Before you take this subject, think about completing both 3D Intro and 2D Interactivity.

You will benefit a lot more from this class if you have learnt the basic skills necessary to conceptualise 3D environments more completely, as well as basic programming skills and terminology.

Prerequisites: CORE for Film Specialisation; Screen Production
Exclusions: Team Screen Production
(Renamed from Team Screen Production)

Put simply, this is the subject where you make a movie! Crew members are assigned traditional roles in a small team (typically director, cinematographer, producer and editor), and work together to develop, shoot and produce a complete film project.

Prerequisite: None

Based on traditional methods, this class will provide you with a range of techniques and a broad understanding of the essential principles of animation. Explore the unique properties of animation, while also developing critical, conceptual and practical abilities appropriate for expanding your production skills.

With an emphasis on animation by hand, you will gain a broader perspective on the diverse range of media and techniques available to creators, and how they can be developed either as stand-alone animations or as an adjunct to a larger work, such as a film, game, interactive website or app. Although not a prerequisite, this subject is a valuable lead-in to 2D Animation, which deals with digital animation techniques.

Prerequisite: None

A follow-up to Design Principles, this subject encourages you to develop conceptual ideas and figure out your own responses to design issues. Using a range of media to produce a significant, coherent body of design work, you will critique both your own material and that of your fellow students. Interacting with discussion forums and blogs will help develop your understanding of the role of constructive criticism both in informing your own work and in strengthening and broadening the quality of your final materials.

Along with experimentation in the development phase, this will also help you to develop your own voice – a personal brand you will diversify by varying and enhancing key design elements. In addition, we will concentrate on honing your technical design skills. While in large part a practical subject, with a focus on creating completed work, there is an ongoing theoretical component that expands on Design Principles. We will continue to look at the importance of colour, media and fonts in the elaboration of completed work, and explore the art of professional designers.

As part of that process, there are typically one or two field trips to engage with art/design. While not essential, familiarity with Photoshop and Illustrator (taught in the subject Digital Images) would be advantageous.

Prerequisite: Foundation Internet

Develop an understanding of the process and skills required to develop a commercial website, and learn the key concepts behind the use of an HTML editor with Dreamweaver. Through tutorials in the basics of the program, you will build a knowledge base then move on to developing more complex web pages.

From developing specs and basic design through to more complex challenges such as full site development, publication to web and form creation, you will have a firm grounding in the skills required to create and maintain a commercial website. A general knowledge of coding in HTML is highly preferable and, in general, we expect that you will have already completed Foundation Internet.

Prerequisite: None

An introduction to illustration and design communication, this subject looks at the practice of drawing. Studying historical and contemporary practitioners, as well as the art and design movements that influenced them, you will have a strong knowledge base to bring to the practical studios, a series of drawing tutorials from hand drawing to finished digital art. The emphasis is on developing skills to complement drawing for interactive media. That includes creating figures, storyboarding and illustration techniques to develop camera-ready artwork.

Prerequisite: CORE – may be substituted for Game Design

Focusing particularly on mass visual media – movies, TV, games and the internet – we will introduce you to a range of techniques that will help you understand how media functions in all its forms. Using research methods developed within the social sciences, you will learn to actively decode and investigate both media and media uses.

In this case, “media” means the texts and representations of information and of ideologies, dominant political or economic systems, and conveyors of popular opinions and beliefs. We will look at the ways in which these representations can be broken down and analysed – all of which will be invaluable to you in developing your own interactive media.

Prerequisite: None

Investigate design techniques using colour, shapes, text and textures, establishing the essential skills to communicate ideas visually. An important foundation of knowledge regarding design, this subject will allow you to learn and experiment with a variety of tools and techniques fundamental to the discipline.

You will be encouraged to develop conceptual ideas that can be used across whatever relevant media you choose to produce a coherent body of design work. You will learn how to rationalise conceptual designs, be involved in constructive criticism activities in a professional and productive manner, and develop your own voice through exploration of knowledge and theory. Although not a prerequisite for the subject Digital Images, this subject balances the day-to-day practical skills you will learn in other subjects.

Prerequisite: 3D Character Animation
Leads to: Motion Graphics

During your time in Developing 3D, you will expand upon and amalgamate the skills developed in previous semesters. The subject is a project-based experience with a strong focus on industry-standard aesthetics and techniques. All the major roles and stages in a next-gen 3D production pipeline are covered, starting with design and moving through modelling, texturing, rigging, animating, lighting, rendering and output.

This will give you a far deeper understanding of the current 3D character pipelines, as well as a broader range of tools and techniques with which to create industry-standard characters. Studying 3D development provides you with a solid footing to enter the games industry.

Prerequisite: None

Throughout most of human history, design work has been done by hand, using raw or refined physical media. But the advent of digital technology has transformed both our understanding and the methods by which design is created. The digital domain is clearly defined by two key typologies: vector images and bitmap images.

While largely practical in form, this subject provides you both with an understanding of the technical differentiation between vector and bitmap, and the opportunity to expand your creative abilities by developing images in both these formats. You will be introduced to Photoshop and Illustrator, learning techniques for creating and enhancing images in both, with an eye towards print, web and even mobile devices.

The subject is split more or less evenly into two sections, learning Photoshop for the first five weeks before switching to Illustrator for the final five. In Photoshop, you’ll learn standard retouching techniques, the complete range of standard tools, proper use of layers, masks and effects and – most importantly – output techniques and settings.

In Illustrator, you’ll learn the effective use of all the standard tools, with the main focus being on the use of pens and brushes, and the manipulation of lines and colours to draw and illustrate. No prior knowledge or use of the software taught is necessary, although this may be advantageous.

Prerequisite: CORE
Leads to: Screen Cultures

In Digital Pathways, we negotiate the idea of how we can utilise media as a framework for understanding our interactions with digital culture. Closely related to Art Pathways, this is the foundation subject for both Reading Cinema (for film specialisation) and a prerequisite for Screen Cultures.

The introduction to this subject is a framing of beauty, aesthetics and anti-aesthetics (specifically street art), developed as a theme throughout this subject. Principally concerned with the mechanical image, Digital Pathways is in many ways a survey of digital cultures, providing you with an understanding of mechanical and digital media, their origins in traditional media and the promises of an increasingly digital future.

You will begin with the original mechanical image – the photograph – and learn about several specific photographic artists. Later, you will investigate the origins of animation, the intermediation of different media forms, the creation of new media, storytelling, Dogme 95, Remodernism, wabi-sabi and the evolutionary theory of beauty.

Prerequisite: None
Leads to: Commercial Internet

Introducing the foundation knowledge and skills to write HTML, XHTML, CSS by hand and other common languages, you will come out the other end of this subject with the ability to create a basic website structure, use naming conventions, manipulate images for the internet, write basic web pages using tables and divs, provide navigation and create interactive websites. In short, it loads you up with all the relevant background knowledge to move on to Commercial Internet.

Prerequisite: CORE for games specialisation; Screen Cultures
Substitutions: may be substituted for Decoding Media, Social Media or Game Evolutions
(Renamed from Designing Interactivity)

Interactivity design is increasingly important in the entertainment industry. This subject provides the foundation for you to understand the general mechanics of engaging design on a meta-scale, as well as better plan their own interactivity. Although this is relevant to all specialisations, much of the focus is on game design, with game interaction is used as a model for new interface experimentation and usability research.

Prerequisite: 2D Interactivity (may also be done simultaneously)
Leads to: Advanced Game Development
(Renamed from Virtual Environments)

Explore Unity in depth as we take a look at what happens behind the scenes of a video game. This subject focuses heavily on optimisation, which is the minimising of processing power of a computer’s graphic and central processing unit, to increase or maintain stable gameplay performance. Along with advanced logic and problem solving activities, Game Development is an essential study of fundamentals and principles that are necessary for the creation of games at a commercial level.

Prerequisite: CORE for games specialisation; Screen Cultures
Substitutions: may be substituted for Social Media or Game Design

A focused synthesis of the history and cultural place of video game genres, this subject traces the technical origins of modern games and their antecedents in the culture of game playing throughout human history. The ideal is that students will gain a clear understanding of the current and future place of the games environment and of mediated interaction in social media sites, gaining a sound understanding of genre theory as it relates to games.

Almost ubiquitous in modern Western households and in an increasingly techno-literate and constantly connected society, games are embedded in our environment through mobiles, TV, computers and consoles.

Prerequisites: CORE for games specialisation; Motion Graphics OR Advanced 3D modelling OR Advanced 3D animation; Terms 5 or 6 only
Exclusions: Advanced Game Project
(Renamed from Advanced game project)

Form a team with your fellow students to design a game from scratch. First you work together to define the proposed game, before developing and implementing your proposal into a finished product. In your team, you will come up with creative ideas and select a concept, refining and defining it in more detail and setting up a Gantt chart to control the project.

The teacher will check the scope and resources required at the beginning, taking a facilitating role as you put your project management skills into practice, including the relevant stages in the game development life cycle. You will draw on and further develop skills in communication, teambuilding, team and self-management, design, problem solving and creativity. While there are no formal prerequisites, apart from some knowledge of the Virtools game engine, it is expected that students will have experience in preparing multimedia products for clients, preferably in a team situation.

Prerequisite: CORE
Exclusions: Writing Cinema
(Renamed from Writing cinema)

Prepare for animation and film production by learning the essential elements of the pre-production process. This is a combined theory and practical subject, with lectures balanced by weekly workshops that develop your skills in production work for moving visual media. This subject is a preferred prerequisite for Screen Editing, as it prepares you to more completely understand the film-making process, as well as introducing you to the basics of film editing.

The core of this subject distils pre-production into three phases: scripting, storyboarding and animatic creation. Ideally, it will provide you with the ability to step straight into a production, be it film, animation or an interactive medium. You will learn the essentials of creating your own simple narrative, defining characters, introducing themes and scripting into a standard format. You will create a storyboard based on your original script and, using digital video editing techniques, make an animatic from your storyboard.

Prerequisites: Screen Editing
Leads to: Advanced SFX

Learn the basic and intermediate uses of After Effects to create motion graphics as well as add effects and composite live action and 3D renders. This subject focuses on teaching the parts of After Effects used throughout any project you may encounter, and using those skills to create entertaining outputs. You will also learn the technical requirements for outputting final renders, because every future project will have precise specifications.

Prerequisites: Media Interaction 1 is CORE; Terms 5 and 6 only

A double subject run over two trimesters, with double the class interaction! Pick a specialisation to focus on – 2D animation, 3D animation or digital film – and produce a major piece of work within it. The initial phase of this project will involve creating a plan and basic storyboard for the work, which must include achievable milestones and dates. Throughout the subject, you’ll receive instruction on a range of specific, advanced techniques related to your production choices.

Prerequisites: Terms 5 and 6 only

As the name of the subject suggests, this is where you put together your personal portfolio. This gives you the opportunity to revisit and repackage previous outputs from your earlier studies, in light of the skills and abilities you’ve picked up since then. In addition to polishing up these creations for compilation in the portfolio itself, you’ll refine and enhance the actual presentation of your collected works.

Prerequisites: CORE; Screen Cultures
Exclusions: Publishing Media
Substitutions: May be substituted with Game Design
(Renamed from Publishing Media)

Investigate the effects of social media through online platforms such as Facebook, Twitter and blogs. This subject is designed to enhance your awareness of online reputation – what it is, why it is important and the reasons to form a positive one. You’ll also gain an overview of social media content sharing, learning why generated content can go viral and figuring out how to make viral content, such as memes, yourself.

Prerequisites: CORE; None
Leads to: Screen Cultures

Focused on the methods of analysing and reading cinematic media, this subject provides an overview of perspectives in film as well as the academic approaches developed to study the form. We cover topics like genre theory, analysis techniques and auteur theory. You’ll be immersed in a range of innovative films from animation, documentary and narrative cinema, with a film-viewing session taking place most weeks. FIlm analysis will teach you how to differentiate genres, forms of narrative and structure, methods of production, the use and creation of mise-en-scène and coding within cinema. The subject deals with Western cinema forms, arthouse and non-traditional cinema, and the Hollywood system.

Prerequisites: CORE; Digital Pathways or Reading Cinema

Two hundred years ago, the dominant medium was the book. Yet, no normal person would have insisted on the need to carry a book with them at all times. Now, the dominant medium is the mobile device. Would you walk out of your house without yours…and if you did, would you feel uncomfortable or out of reach? How did our attitude to media change so much? Simply, Screen Cultures s about exactly what it says. We investigate the use of screen technologies (cinema, television, computers and mobile devices) and how they form, effect and change culture.

We approach this in a chronological form, starting with discussions of what the main mass media are, and covering their origins. Then we focus on specific forms of screen media, seeking to reach an understanding of why and how they play such an important part of our daily lives. Along the way, we broaden and build on the foundation knowledge from Digital Pathways and Reading Cinema, extending your understanding of concepts such as genre and mise-en-scène, narrative, archetypal characters and the monomyth.

Prerequisites: CORE; None
Leads to: Screen Production

Develop and enhance your editing abilities with a wide range of standard skills and techniques used by professionals as part of the post-production process. Essentially a step-by-step editing subject, over your twelve weeks you will be guided through: using a timeline-based interface, introducing unedited assets (still images, movie clips, audio), using tracks, adding transitions, cutting and editing, matching audio and video sequences, editing multi-angle footage, using simple special effects, adding titles and exporting.

You will work on several projects, all of them based on real-world editing, and prepare to edit your own video projects – whether for animation, games or film. Closely related to the subject Writing Cinema (pre-production phase, introduction to editing), Screen Editing is usually a prerequisite for students entering Screen Production and making their own first film.

Prerequisites: CORE for film specialisation; Screen Editing
Leads to: Advanced Screen Production; Documentary Production
Exclusions: Digital Film Making

This subject will introduce you to the industrial process of live-action drama production. You’ll work on a realistic production scenario, taking on the role of either a producer or director of your own film. Experience the entire process from conception through to completion, with emphasis placed on process, tracking, teamwork and finished product.

Prerequisites: 3D Intro

MOCAP (or MOtion CAPture) is the process by which live actors’ movements and actions are recorded using computers. In many ways, it is today what the process of rotoscoping was for traditional cel animators. MOCAP can provide a far more fluid form of animation, closely replicating human movement and allowing animators to simulate character interaction with their environment far more realistically.

This subject will allow you to use MOCAP as the basis for some of your own work. You’ll learn the mechanics of using our MOCAP facilities and creating your own movement data; how to clean it and how to apply it to 3D characters and models. In the process, you’ll investigate the place of the stage in modern environment recreations and the reuse of dramatic theory in a virtualised environment. You’ll be introduced to the notion of the simulacrum and the increasingly thin distinction between reality and simulation.

Prerequisites: 3D Intro
Exclusions: Virtual Ecologies
(Renamed from Virtual Ecologies)

Environment design is a very important aspect in virtual worlds, from interactive games to virtual simulations and architecture. The theory element will cover key principles of level design and discuss several architectural elements, enabling you to recognise environmental logic, how it creates visual appeal and how it supports gameplay mechanics and flow.

You’ll be utilising UDK (Unreal Development Kit), a high-end game engine, to design and create immersive virtual environments. This means you’ll pick up a combination of theory and practical skills, learning to work efficiently in the field of environment design. Assessments will cover both individual and team-based design.

This subject builds on the knowledge and skills students obtain in a beginner programming subject. Students learn how to programming and use basic variable, constant and function to build small programs. This subject contains the beginner programming concepts that all C++ programmers need to learn.

This subject teaches the basic skills of designing a website. You will learn the fundamental skills to create a basic web-site structure, manipulate images for the internet, create interactive content, and publish a functioning web-sites.

This subject aims to provide students with an introductory look into the field of Information Systems (IS). The first half of the subject analyzes the theories and applications IS have for business solutions while the second half focuses more on the technology aspect of Information Systems and how to develop one.

This subject provides essential skills in the conceptualization and techniques of programming and software design. It introduces techniques for designing algorithms and implementing them as computer programs using a high-level, structured programming language. Emphasis is placed on real world processing tasks, involving students in interactive program development, execution and verification. No initial knowledge of programming is required.

Students will learn techniques such as debugging and testing. Major areas that are covered will include OOP, data, controlling flow and arrays. Students will also learn the basic design elements of programming and how to construct solutions using specifications.

This subject is a part of system development management and system design that is a fundamental of all Information Technologies programs. It builds on developed skill in development tools use and software development to focus on the creation of software project.

This subject builds on the knowledge and skills students obtain in an intermediate programming subject. Students learn how to create and use classes to build object oriented programs. This subject contains the fundamental programming concepts that all C plus plus programmers need to learn.

This subject introduces basic concepts and principles of database systems, especially relational databases, to emphasise the importance of a well-designed database in practice. Students will learn how data is structured and managed within a relational database.

This subject is structured to walk students through the necessary steps to design conceptual and relational models, and implement these using basic DDL-SQL commands. Basic and advanced DML-SQL commands are also presented to enable retrieving accurate information from the database. Students are also encouraged to further explore other aspects of database systems, such as security and future databases.

This subject teaches the basic skills of writing HTML5, XHTML and CSS by hand. You will learn the fundamental skills to create web-sites and also learn the principles of good web design. Industry standard practices will be taught such as using proper naming conventions, manipulate and optimising images for the internet, write basic web-pages using divs and CSS, provide navigation, and create interactive, functioning web-sites.

Discrete Mathematics introduces you to a wide range of terminology and tools that have particular use in Computer Science. It emphasis is placed on reasoned argument and clarity of exposition as well as algebraic and computational skills. Topics covered in this unit include Sets, Mathematical Induction, Big O Notation, Logic, Predicate Calculus, Graphs, Linear Recurrence Relations, Sorting Methods, Relations and Partial Ordering.

This is an introductory subject on networking. The objectives of this subject are to introduce students the basic concepts and operations of telecommunication networks. The focus of this course is on the network technologies and protocols, including the TCP/IP and OSI network layers, transmission and switching basic, access networks, internet, data networks (LANs, wireless LANs, WANs, etc.).

The topic of network security and network management is also covered. In tutorial/lab sessions, students will also be familiarised with network tools for monitoring and diagnostic purposes.

This subject introduces current enterprise computing concept, including challenges and opportunities. It describes main components of enterprise computing environment, client/server – component-based and service-based oriented architectures. It also enables students to appreciate and understand the differences between the various cloud platforms. This subject focuses on the key components of enterprise applications and their implementation in .NET. Topics include enterprise application design and implement and Services architecture.

Students will study a complexity in the enterprise computing environment and new evolving technologies, and learn development technique to implement enterprise applications. This subject focuses on basic standards, architectures and technologies used in enterprise computing and also key components of enterprise applications and their implementation in .NET technology. The language used is C#.

This subject teaches the basic principles of project management. Students will learn the essential theory of managing projects and will work in small teams to produce proper and complete documentation for a small project of their choice.

The emphasis is on project management of typical tasks and on providing a thorough understanding of how project management can be vital for the successful completion of major tasks or tasks requiring many resources. These project management skills can be applied to a wide range of project types and contexts.

This course continues the examination of object-oriented programming using Java. It also introduces graphical user interface development using Java. Students learn the fundamental principles of interface development and are then required to apply these in the development of a program with a graphical interface This course also examines database connectivity and network application development using Java.

This subject introduces basic principles of software requirements, analysis and design. The objectives are to establish a requirement analysis and design templates where more detailed material regarding specific aspects of requirements and design techniques and issues fit. In doing so students will apply their skills and knowledge of understanding requirements, a range of modelling techniques, methodologies and approaches.

This subject provides students with more advanced skills in developing websites in HTML5, XHTML and CSS. Students will apply their skills to: creating a complex web-site structure; using naming conventions; manipulating images for the internet; writing basic web-pages using tables and divs; providing navigation; create interactive, functioning web-sites. Students must include more complex features of HTML5 (e.g. canvas). Students are required use jQuery Mobile development framework and PHP for all site development.

This subject covers basic theory and technologies for the mobile devices application development, and it is also including design principles for small devices. This subject addresses android for mobile devices and provides basic implement an effective user interface for mobile application by applying software engineering technique and software development methodology in practice. Topics include introduction to android programming, Android Development tools (android studio), and basic layout and interface for mobile and tablet.

Designing quality computer programs is not a matter of luck. This course provides students with the skills and knowledge to design sound structured computer programs and then moves into a detailed examination of object oriented analysis and design using the Unified Modelling Language (UML). Students will understand the concepts and application of UML to software development, and will have opportunities to use UML for software creation while developing further understanding of software concepts and problem solving approaches. The role of software engineer and the software development lifecycle will also be covered.

User Experience (UX) is the term used to express how a user interacts with a system and how it makes them feel. It is the science & psychology of designing a users digital journey. In this subject students will learn how to analyse the interface requirements of a system, review and apply industry tools and techniques and evaluate whether a solution has met its requirements. Students will learn wireframing, testing and debugging and the interaction between form and function.

This subject is the first part of a two term project. This project aims to prepare students for career roles in a particular ICT discipline or focus area. Students will select a topic of interest and work closely with a supervisor throughout the project. Students can select to work individually (recommended) or within a team of two or three at most.

Students, in consultation with the Dean of Studies, may form a cross-disciplinary team with students enrolled in Advanced Studio in the Bachelor of Interactive Media. This project is strongly recommended to be taken only in final year, because students will be required to apply knowledge obtained from subjects delivered in the first two years in order to deliver satisfactory outcomes for this final Advanced Studio project.

In Advanced Studio 1, students will consult with their supervisor to finalise their topics, develop a methodology, plan their milestones for both trimesters, and complete their research, literature review, analysis, and high level design phases of the project.

This subject allows students to work either individually or as a team on an actual outside project for a client.

Students will be assessed either as individuals or as team members as part of their team and based on the entire project. Members of teams will however be responsible for the provision and completion of their own allocated task responsibilities within the project.

The final assessment of the completed project will be in part based on feedback and input from the client.

This subject extends knowledge on mobile device application development. It covers advance technologies for the mobile devices application. This subject addresses iOS for mobile devices and provides advance implement an effective user interface for mobile application by applying software engineering technique and advance software development methodology in practice. Topics include mobile application framework, Pattern and Human Interface design, and App Design and Store.

The field of mobile development is divided into a range of different programming languages, frameworks and environments. In this subject, student learn to identify the options that are available for developers and gives them a chance to develop a cross platform application of their own. Students will draw on skills and knowledge from previous subjects and apply them to the development of an application which can be deployed on a range of devices and platforms.

This subject introduces another programming paradigm, data-driven programming which is a programming model where that data is self controls the application flow. It will expand on application development skill especially backend application development. This subject specifically addresses the technical skills and business knowledge required to develop a simple data-driven mobile application. Topics include is Server-side development methodology, Database connectivity and basic APIs.

Students will study an information security issues and system security implement and control to maintain information confidentiality and ability to protect data from unauthorized access through an application.

This subject is the second part of a two term project. Students have to successfully complete Advanced Studio 1 in order to enrol in this subject. In Advanced Studio 1, students would have already selected their topics, completed the research and analysis parts of the project.

In Advanced Studio 2, students will continue their projects from Advanced Studio 1, and complete their projects with low level design, implementation, prototype and final presentation according to timeline and plan as set in Advanced Studio 1. The whole project encourages students to properly complete a project of their own, following industry processes, standards and disciplines, in order to prepare students for career roles in their focus area.

Placeholder subject for range of electives as set out in equivalence table.