G—P / FMX 430 / Syllabus

Fall 2026 · Companion syllabus

FMX 430 · Spatial Computing

The whole term on one page — the map, the projects, and how everything is graded. Each week links to its own page for the detail.

Section FMX 430-1 · Fri 10:00 am – 1:50 pm · CCB-134 Media Lab Term Aug 31 – Dec 17, 2026 Instructor Prof. Gregg Perkins, MFA · University of Tampa Office TECH 464E · Zoom by appt. Contact gperkins@ut.edu · ex. 3427 Software Unreal Engine 5.8 + Twinmotion + Cesium for Unreal Capstone venue Cass Building VP Studio
This is the companion, not the governing document. The official syllabus in SpartanLearn (Canvas) states the University's policies in full, and that document governs. This page is the working master for the course site: what we do each week, what is due, and how it is graded. Where the two disagree, SpartanLearn wins.

How this course works

The course opens with the whole earth in the viewport and a very old problem. In Borges' On Exactitude in Science, cartographers build a map at 1:1 with the empire it describes — and the map, being useless, is left to rot in the desert. We now build those maps for real. Your first project is one.

You will build things with your own hands before you direct anything to build them for you. Weeks 1–8 are hands-on only — Unreal, Twinmotion and the geo stack, no AI agents in the work. From Week 9 the CLI agents join the studio and stay to the end of term.

That order is deliberate. The hands-on is the learning, and you cannot judge whether an agent did good work until you can do the work. The AI TA on the course site stays available the whole term for questions — asking why is my Lumen scene noisy is help; having an agent build the level is not.

Grade breakdown

ComponentWeightWindowDue
P1 · Digital Twin Flyover10%Weeks 1–3W3 crit · Sep 18
P2 · Architectural Visualization15%Weeks 3–6W6 crit · Oct 9
P3 · Practical exam20%Week 7Oct 16, in class
P4 · Experimental Project15%Weeks 8–12W12 crit · Nov 20
P5 · Final Project40%Weeks 12–15Finals week, VP Studio

Scale. 95–100 A · 89–94 A/B · 84–88 B · 77–83 B/C · 72–76 C · 66–71 C/D · 60–65 D · below 60 F.

The semester

Fourteen Friday studio sessions plus a finals-week exhibition, in four phases. Every week links to its own page — the brief, the guided lab, the homework and the resources live there.

WkDateSessionDue at crit
Phase 1 — The 1:1 world · hands-on only
1Sep 4The 1:1 world: Cesium and the digital twinP1 launches
2Sep 11Camera craft: Sequencer and the flyover
3Sep 18Blockout & true scaleP1 due · P2 launches
Phase 2 — Building at true scale
4Sep 25The Twinmotion round-trip: Datasmith into Unreal
5Oct 2Materials & surfaces
6Oct 9Lighting & MegalightsP2 due
Phase 3 — Interactivity & the experimental
7Oct 16Guided training practical examP3 · 20%
8Oct 23Environments, terrain & procedural generation · last hands-only weekP4 launches
The CLI opens here. From Week 9 the 12:00 block is the agent lab, and agent use is expected and logged.
9Oct 30Blueprints I: making the world respond
10Nov 6Blueprints II: interfaces & dispatchers
Phase 4 — Into space, and the final
11Nov 13VR I: deploying to headsets
12Nov 20VR II: hands, bodies, presenceP4 due · final pitch
13Dec 4Production sprint I
14Dec 11Production sprint II & playtesting, in the Volume
15Dec 14 · 8:30–10:30 amExhibition & final crit — VP StudioP5 · 40%

No class Nov 27 (Thanksgiving).

The Friday rhythm

We meet once a week for four hours. Every session is the same four blocks — only the third one changes at Week 9.

HourWeeks 1–8Weeks 9–15
10:00Brief — demo and concepts on the projector
10:45Guided lab — you build it at your station while it is built at the front
12:00Workbench — supervised practice on your own project. No new material. Catch up, go deeper, get help.Agent lab — the same problem, agent-assisted. Prompt, review, fix, log.
1:15Crit / share — screens up. Project deliverables land here.

Projects

P1 · Digital Twin Flyover

10% · Weeks 1–3 · Due W3 crit · hands-on, no agents

You begin with the whole earth. Set up Cesium for Unreal, pull real terrain and photogrammetric building data at true coordinates, choose a landscape anywhere on the planet, and make a 90-second cinematic flyover of it.

The camera is the assignment as much as the terrain. Sequence a Cine Camera Actor so the move is legible and unhurried — no sudden turns, no rapid movement. A flyover that lurches tells the viewer nothing about the place.

Deliverables. A georeferenced Unreal level with your Cesium tilesets · a 90-second rendered flyover · the coordinates of your site documented in your project folder · a visible data attribution for every source you streamed · your process log.

P2 · Architectural Visualization

15% · Weeks 3–6 · Due W6 crit · hands-on, no agents

Having flown over the real world, you now build inside it. A designed space at strict 1:1 — measured, blocked out, brought through Twinmotion into Unreal via Datasmith, materialled honestly and lit to a specific hour.

Sited, not floating. The building stands at true coordinates on Cesium World Terrain with real neighbors and a matched sun — a before/after pair and one 30-second approach shot in context. Siting quality is a rubric row.

Deliverables. A navigable level at true scale · an interior still set (5 or more) · two honest lighting states · the sited context shots · a 60-second walkthrough · process log.

P3 · Guided training practical exam

20% · Week 7 · Oct 16 · No AI of any kind

Stations, timed, hands-only: no agents, no chat, no AI TA, no internet. The station set includes one geo station — georeference, anchor to the globe, set the sun to the exam hour, screenshot — using Cesium World Terrain and OSM Buildings only, so nothing depends on a Google quota under time pressure.

Weeks 1–8 are hands-on precisely so this exam tests what you have actually been doing.

P4 · Experimental Project

15% · Weeks 8–12 · Due W12 crit · agents allowed from Week 9

The open one. An immersive or experimental work that is yours — a piece of spatial self-expression rather than a specification met. It can be a VR piece, a projected or LED-wall installation, a data-driven landscape, a VP Studio collaboration, or something the brief did not anticipate.

It launches the week before the CLI opens, deliberately: you scope it by hand, then build it with agents available from Week 9 and log what they did.

Deliverables. A working build or installation · a statement of intent (300 words) written at launch, before you build · documentation that shows the piece as experienced · process log, plus the AI log from Week 9 on.

VR is an option, not a default. A student who chooses a headset piece owns three things: sourcing and reserving the hardware, a passed deployment check on the actual rig by Week 13, and a flat screen-capture fallback build that ships regardless. No fallback, no headset slot.

P5 · Final Project

40% · Weeks 12–15 · Exhibited finals week, VP Studio

Your voice as a maker of spatial work, at the scale the VP Studio allows. The Final is a choice, and any thread from earlier in the term is an approved direction to scale up — the Experimental Project most obviously, but also a site you flew over in P1 becoming a place someone can stand in.

Build an immersive world. The default, and the one most students take: a place with intent, made to be entered rather than watched. Navigable on screen, on the LED wall, or in a headset.

Or build for a headset. HTC Vive and Meta Quest units are available for student use — you do not buy anything. See the fallback rule under P4: it applies here too, and it is not negotiable in an exhibition week.

Or make a snowglobe. A seasonal option, and a better design brief than it sounds: design a snowglobe and let the player navigate the inside of the sphere. Screen-playable, no headset required. The bounded spherical world is a real constraint — there is no horizon to hide behind, every direction is a designed view, the interior camera has to behave inside a curved shell, and scale reads strangely by definition. Small, finishable, and genuinely hard to do well.

Deliverables. A working build or installation · a statement of intent · documentation that shows the piece as experienced · the full process log, with the AI development log covering Weeks 9–15.

Exhibition formats. LED wall (cinematic and interactive, architectural scale) · gamepad stations (navigable builds) · ambient projection · at most one attended VR station, if earned.

The Week 15 pre-show audit is mandatory: attribution visible on every piece that streamed third-party tiles, data-source credits on data pieces, and Cesium ion tokens valid through the run.

Course AI policy

Weeks 1–8 — hands only. No AI agents in the work: no Claude Code, no Codex, no generative tools producing geometry, materials, levels or code you submit. Ask the AI TA anything you like about how something works; do the work yourself.

Week 7 — nothing at all. No agents, no chat, no AI TA, no internet. The practical exam is unaided by design.

Weeks 9–15 — allowed and expected, and logged. Use Claude Code and Codex on production work, with every session recorded in your AI development log: prompt, what the agent did, what you kept, fixed or rejected.

Required all term. You must be able to explain every asset, material, level and line of code in your submitted build — live, at crit. "The AI did it" is a starting point, not an answer.

Never allowed. Presenting agent output as hand-authored · using AI to fabricate references, data sources or reflection writing · using agents on Week 1–8 submitted work or during the Week 7 exam.

Under the University's Undergraduate Academic Integrity Policy, instructors may identify conduct that prevents fair evaluation of your learning as a violation. In this course that includes agent use in Weeks 1–8, any AI use during the Week 7 exam, and undocumented AI use on graded work from Week 9 on.

The geo track is the best verification gym in the course, because the ground truth is a real place: when the agent is wrong about the sun over Tampa, you can go outside and check.

Attendance, crit and conduct

Attendance. This is a studio course: the work happens in the room, and every session ends in a crit. More than three unexcused absences results in a grade of NF.

Excused absences are different and are accommodated, per the University's attendance policy. Tell me in advance for anything scheduled — athletics, religious observance, University business — and as soon as you can for anything unscheduled. Missed work will be replaced with something equivalent or excluded from your grade. Documentation may be required. Note the University's own caveat: if too much participation-dependent work is missed, learning outcomes may not be achievable even when the absences are excused.

Crit conduct. Crit is the engagement expectation in this course. Screens up, work shown as it is rather than as you wish it were, and feedback that is specific and about the work. Describe what you see before you say what you would change.

The studio and the VP Studio. Everyone here has a right to a constructive learning environment. The Cass Building VP Studio has its own access and safety rules, which are not optional. Behavior that disrupts the class is addressed under the University's Disruption of the Academic Process policy.

Equipment & software

University policies

These are University of Tampa policies. They apply whether or not they are reproduced here, and they are stated in full on the official syllabus in SpartanLearn (Canvas), which governs.

PolicyWhat it means here
Syllabus subject to change This syllabus is informational and is not a contract. It may change as circumstances require, including a move to remote teaching with equivalent alternative assignments.
Title IX & sexual misconduct Sexual harassment, sexual violence, dating and domestic violence, stalking and related conduct are prohibited. If you tell me, I am obligated to report it — I am a Responsible Employee. Confidential options are listed below.
Accessibility & accommodations If you need an accommodation for a disability or a medical or mental-health condition, contact Student Accessibility Services. Do it early — accommodations are not retroactive.
Academic integrity The Undergraduate Academic Integrity Policy applies. See the course AI policy above for what that means specifically in this class.
Attendance The University's General Attendance Policy defines excused and unexcused absences. Course-specific rules are in the section above.
Campus closure If anything interrupts the class schedule, check the UT homepage for campus status and SpartanLearn for course announcements. You are responsible for checking.
Class disruption Every student has the right to a constructive learning environment. Disruptive behavior is addressed immediately under University policy.

Who to contact

Student Accessibility Services(813) 257-5757 · accessibility.services@ut.edu
Academic Success Center, 2nd floor, Technology Building
Title IX CoordinatorTaylor Parker · tsparker@ut.edu · (813) 257-3947
Southard Family Building, Suite 276
Victim Advocacy Hotline confidential(813) 257-3900 · victimadvocacy@ut.edu
Counseling Center confidential(813) 253-6250 · counselingservices@ut.edu
Student Health — Medical Services confidential(813) 253-6250 · healthcenter@ut.edu
24/7 UT Student Support Line(833) 755-0484
If something is going wrong — technically, academically, or otherwise — tell me early. Almost everything is fixable in week three and almost nothing is fixable in week fifteen.