Get trained in sought-after areas such as user experience and user interface (UX/UI) design that open doors to exciting career pathways.
Be work-ready with our project-based training and expand your perspective by working on integrated real-world projects.
Broaden your skills with a wide selection of electives offered by the School.
Build a solid foundation in IT, programming, computing mathematics and cyber security during the first semester. In addition, you will learn gamification concepts and rules intended to produce an enjoyable game.
This module introduces the basic concepts of relations and functions, matrices, statistical methods and relevant applications. The main emphasis is to develop students’ ability in solving quantitative problems in computing mathematics, probability and statistics.
This module provides an overview of the various domains of cyber security. It helps develop an understanding of the importance of cyber security in today’s digital world. It aims to provide an appreciation of cyber security from an end-to-end perspective. It covers fundamental security concepts, tools and techniques in domains such as data, end- user, software, system, network, physical, organisation, and digital forensics. It also helps develop knowledge and skills in identifying common cyber threats and vulnerabilities, and to apply techniques to tackle these issues.
This module introduces students to basic elements and principles of design. Students will practice visual communication and self-branding through aesthetic use of line, shape, form, color, texture, typography, scale, contrast, rhythm and balance. Students will be trained in the usage of digital design tools and application of modern industrial practices to communicate the concepts, designs and solutions.
Companies today are adopting the use of technology not just to assist them in their day-to-day operations but also gaining an advantage over their competitors. Many of them are implementing enterprise-wide information systems that provide them with platforms to integrate and coordinate their business processes. The use of enterprise information systems has become a necessity in multi-national companies (MNCs) as well as small and medium enterprises (SMEs). Within an enterprise information system, there is an intricate relationship between business strategy, organizational structure, business processes and technology resulting in challenges and issues during implementation. This module introduces students to the different components that build up an enterprise information system. Different types of information systems are used for business processes, from communication and order processing to data analysis for decision making, and in almost all business functions ranging from marketing, sales, procurement, and human resource, to product development and manufacturing, accounting and finance.
This module provides a broad introduction to the field of IT by exploring the roles, professional practice, ethical expectations and career development paths of IT professionals. Through a guided inculcation of interpersonal and team work skills with strong team bonding spirit, the module aims to deepen students’ commitment to the sector that the course prepares them for. In addition, students will be required to begin charting their career path in the IT industry by considering crucial aspects such as personal preferences and aptitude, job roles and responsibilities, skills needed and further education.
This module introduces the fundamentals of programming and how to develop programs using appropriate problem-solving techniques in a modular style. In this practice-oriented module, students are taught how to apply problem-solving skills using a top-down structured programming methodology and given ample practice in expressing solutions into computer programs, then test and debug the programs. Topics include data types, variables, expressions, statements, selection structures, loops, simple computation and algorithms, and the use of libraries.
Students will also practise the use of pseudocodes, best practices of programming, debugging techniques with the help of tools, development of test cases, and suitable program documentation. In addition, they will study various areas where application software plays a prominent part in helping organizations solve problems. Students will be given ample opportunity for independent and self-directed learning.
This module introduces students to basic digital 3D production workflow to create assets for interactive projects. Students will practice basic modeling, UV unwrapping, digital sculpting, high-poly detail onto low-poly mapping, texturing, rigging, animation, real-time lighting and rendering. Students will learn to produce hard-surface virtual objects for real-time engine.
This module introduces students to design application through digital props and environment concept illustration. Students will practice perspective drawing, constructive drawing, color rendering, and compositional design. Students will learn to produce visual plans essential in real-time immersive production workflow.
This module widens students’ programming knowledge by covering programming concepts through the creation of interactive media applications. Students refine their knowledge of programming by decomposing their programs into classes and objects. Students learn to understand, design and build modern interfaces, moving on to create interactive elements. The focus of this module is to incorporate interaction design and methodology to build interactive applications around it.
This module studies the game mechanics – the rules intended to produce an enjoyable gameplay and introduces the principles and methodologies behind the rules and play of games. Once students have mastered the basics of game-design elements and game principles, they will learn to apply them in nongame contexts to improve user engagement, organizational productivity and learning.
This module introduces the interactive digital media & game industry, the production pipeline, and various professional roles and career paths, and exposes students to various document required in the production of interactive experience & games. It examines the roles of different participants in the development process and how the technical development and the artistic development proceed in tandem.
In your second year, you will learn to design interactive 3D experiences and user-centric digital products. You will get an introduction to the real-time environment design workflow, designing media content and applications for various platforms and dynamic appplications.
Learn to design interactive 3D experiences and user-centric digital products. You will get an introduction to the real-time environment design workflow, designing media content and applications for various platforms.
This module introduces students to basic real-time environment design workflow. Students will practice modular hard-surface modelling integrating real-time engine graphics optimization techniques with focus on interior spatial layout design & lighting for immersive media.
This module aims to equip students with skills and techniques to fulfil the various stages of the UX design process, leading to optimum user-centric digital products. Exposure to various problem statements will aid students in developing critical, analytical perspectives for framing their approaches in problem-solving. Other major topics includes: Research methods, Inclusive Design, Interaction Design, Rapid Prototyping, Measuring User Experience and Usability Testing. Students are also guided on how to compile a proper UX portfolio.
This module continues to develop students’ ability to design and author highly interactive experience applications. The programming focuses on interactivity authoring through the eyes of designers for animation, visual effects, multimedia and games. It covers advanced authoring, digital storytelling techniques, user experience design, and project management techniques. Additionally, students will utilise a real-time engine and create prototypes for.
This module introduces the fundamental spatial concepts and how to leverage on it to create spaces and flow for an immersive experience. It covers the design of environments and levels from the start at a conceptual beginning and arrives at a polished end to build multiple levels and engaging flow for the users in an immersive simulated environment for training and simulation.
This module gives a course-based experience in which students can engage with the local community and industry. This includes participation in community service events or in Service-Learning projects that leverages on students' discipline knowledge and skills to meet identified needs. Through iterative and guided reflection on the service experience, students gain a broader appreciation of their discipline and an enhanced sense of personal voice, empathy and civic responsibility. Industry talks and seminars are organised to keep students up-to-date on emerging trends so as to build up their interpersonal, team and networking skills with the community and industry.
This module introduces students to advanced real-time environment design workflow. Students will practice modular organic 3D asset production workflow integrating basic real-time tech art, effects, lighting, and post processing with focus on exterior spatial layout design for immersive media.
This module exposes and introduce students to designing media content and applications for various platforms. It covers the concept of designing extended reality (XR) products with heavy emphasis on the User Experience (UX) for the respective platforms. Students will be tested on their observational, research and problem-solving skills to seek out current/future technological advancements, and to come up with proposals and prototypes for actual implementation.
This module provides an overview of emerging technologies with emphasis in interactive and immersive technologies, and the impact they have on the users. It is designed to help students keep abreast of the latest immersive experiences or technology developments to stay current and relevant in the fast-moving industry. To achieve this objective, the syllabus for this module will be guided by technology research and feedback from industry partners, and both seminar-style and hands-on workshop teaching approaches may be adopted depending on the nature of the topic covered.
This module aims to broaden the students’ skillsets by introducing server-side development to create a digital product. This module covers various client-server architectural concepts that involves rich client, application server and database. Students will hone their programming skills by learning server-side programming, object-oriented programming, database design and development. In addition, students will experience the development production process and workflow.
In your final year, you will broaden your knowledge in designing for social media as well as games to effect change. You will work on a capstone project that will consolidate the skills you have learnt throughout the course. You will also be able to choose from a variety of electives offered by NP’s School of InfoComm Technology.
Broaden your knowledge in designing for social media as well as games to effect change. You will put your skills to the test by going on a six-month internship and working on your capstone project.
In this module, students are required to complete a substantial project that is the culmination of their education in the School of InfoComm Technology. The project can be a real-world problem proposed by a client, or it can be proposed by the student in pursuit of their personal interests.
This module provides a stepping stone to the students in their IT career. Students are equipped with skills necessary to seek and secure work. They will also sharpen their communication skills and learn to market themselves effectively. Students are given an insight into the infocomm industries and are kept updated with the latest skill sets required in their IT career path. They also have the opportunity to be exposed to various institutes of higher learning to further acquire their skill sets.
This module introduces students to character creation for real-time media workflow. Students will practice character digital sculpting, low-poly retopology, texturing, auto-rigging, and mo-cap animation re-mapping for interactive character integration for immersive media.
This module introduces the production techniques of audio and sound effect, ambient sounds, background music and dialogue to enhance the user experience and/or to advance a story and create mood, place, and emphasis. It covers its associated technologies, the equipment used, the procedures and explores the manipulations of various envelopes on amplitude, filter and modulation and the use of low frequency oscillator and noise in designing sound. It also covers subtractive synthesising and studies the processing and reactions of sounds in an interactive environment.
This module introduces basic digital shorts production. Students will first learn audio-video production theory followed by practical production in labs and on location in the field. Production know-how, processes, cameras, microphone systems, audio-video editing software, and lights will be provided. Inclass practical audio, camera and editing exercises followed by continuous assessments, two assignments and a test are all designed to reinforce student learning.
This module inducts students into the world of digital effects. Aimed at value-adding to the storytelling experience, students are first introduced to the impact of visual effects on storytelling in films, followed by the principles and elements of motion design. Exercises, assessments and assignments are aimed at developing research, conceptualization and storytelling skills for the creation of compelling and exciting time-based media.
This module introduces the concepts of procedural modelling. Students will learn to create models and environments from a set of rules using industry standards software and use the procedural generated content in immersive projects and simulations.
This module focuses on designing games that aim to change human’s behaviours, knowledge, and attitudes as well as the way people work, and businesses compete in diverse areas including education, training, marketing and advertising. It examines the process of creating an engaging learning situation and making learning fun and entertaining through game-based thinking and game mechanics, from the perspectives of pedagogies and persuasive aspects.
This module introduces students to creative sections in advertorial, communications and media. Students broaden their knowledge in designing for various aspects of visual communications. Students apply creative thinking skills and expand their creative mindsets through questioning and reasoning data.
Range of Net ELR2B2 for 2020 JAE7 to 13
Planned Intake (2020)50
AGGREGATE TYPE ELR2B2-C
To be eligible for consideration, candidates must have the following GCE ‘O’ Level examination (or equivalent) results.
You must also have sat for one subject listed in the 2nd group of relevant subjects for the ELR2B2-C Aggregate Type listed
here.Candidates with hearing deficiency or severe vision deficiency should not apply for the course. Those with colour vision deficiency may be considered, subject to an in-house test.Students are required to own a MacBook or Windows notebook and purchase art materials.
ITE Students11 to 17 June 2020
O-Level Students25 June to 1 July 2020
Working Adults8 June to 5 July 2020
here to find out more on entry requirements and admissions exercise periods for qualifications such as 'N(A)' Level, 'A' Level, ITE, IP, IB and more.
School of Infocomm Technology