DigiPen Institute of Technology
University
- Programs
- 15
- Founded
- 1988
- Online
- Available
- Campuses
- 3
About DigiPen Institute of Technology
DigiPen Institute of Technology is a specialized university focused on digital art, computer science, and video game production. Originally founded in 1988 in Vancouver, Canada, the institution later partnered with Nintendo of America to establish a dedicated video game programming curriculum before relocating to Redmond, Washington, in 1998. In addition to its primary Redmond campus, the university operates international teaching facilities in Bilbao, Spain, and Singapore.
Studio-Style Team Production
The educational model centers on multidisciplinary team projects designed to replicate the workflow of commercial game studios and animation houses. Students across game design, digital art, computer science, and sound design collaborate in cross-functional teams throughout semester- and year-long development cycles. Rather than working in isolation, cohorts navigate real-world production demands, including managing pipeline dependencies, establishing technical specifications, resolving bottlenecks, and iterating based on critique.
Technical game development follows a progressive pipeline. During their initial years, students build functional games using custom engines written from the ground up, establishing a concrete foundation in physics, mathematics, and computational geometry. Upper-level students then transition to commercial platforms such as Unreal Engine and Unity to produce capstone projects and polished portfolio pieces.
Digital Art and Animation Pathways
The Bachelor of Fine Arts in Digital Art and Animation balances foundational fine arts with digital studio production. Early coursework concentrates strictly on traditional media, requiring students to master human anatomy, observational life drawing, perspective, composition, and color theory before moving into software environments.
As students advance, instruction shifts toward digital pipelines utilizing industry-standard tools:
- 3D Modeling and Sculpting: Autodesk Maya and ZBrush are utilized for high-resolution character assets, creature modeling, and environment design.
- Procedural Workflows and Simulations: SideFX Houdini is integrated for procedural environment modeling, particle effects, fluid dynamics, and rigid body destruction fracture systems.
- Specialized Production Electives: Upper-level artists focus on specific disciplines, including technical art, environment modeling, concept art, character animation, or cinematic storyboarding.
Facilities and Graduate Study
Practical instruction is supported on campus by dedicated spaces such as the Edison Production Lab, the McCay Animation Studio, and the Mathews Sound Lab. Outside of undergraduate residential programs, the university offers fully online graduate pathways, including the Master of Science in Game Development and the Master of Science in Artificial Intelligence, tailored to asynchronous project-based study.
Areas of study
Software taught
Programs
15 listed- BA in Game Design
- BA in Music and Sound Design
- BA in User Experience and Game Design
- BFA in Digital Art and Animation (opens in a new tab)
- BS in Computer Engineering
- BS in Computer Science
- BS in Computer Science and Digital Audio
- BS in Computer Science and Game Design
- BS in Computer Science in Interactive Media and Game Development
- BS in Computer Science in Machine Learning
- BS in Computer Science in Real-Time Interactive Simulation
- MS in Artificial Intelligence
- MS in Computer Science
- MS in Game Development (opens in a new tab)
- Master of Fine Arts in Digital Arts
Check the school website for current entry requirements, fees and availability.
Campuses
3 listed- 9931 Willows Road NERedmond, Washington, United States
Redmond Main Campus
- 1 Punggol Coast RoadSingapore
SIT Punggol Campus
- Ribera de Zorrotzaurre, 2Bilbao, Bizkaia, Spain
DigiPen Europe-Bilbao