Carnegie Mellon's Entertainment Technology Center
- Company typePrivate
- Founded1999
- HeadquartersPittsburgh, United States
- Headcount11–50
- GTM typeB2C
- OfferingServices
Carnegie Mellon's Entertainment Technology Center firmographics
Firmographics- Name
- Carnegie Mellon's Entertainment Technology Center
- Legal name
- Entertainment Technology Center at Carnegie Mellon University
- Website
- https://etc.cmu.edu
- Company type
- Private
- Founded year
- 1999
- Operating status
- Operating
- Headcount range
- 11–50 employees
- Ownership category
- akta.pro rank
Where Carnegie Mellon's Entertainment Technology Center is headquartered
LocationHeadquarters
- HQ city
- Pittsburgh
- HQ country
- United States
- HQ region
- North America
Offices1 record
Markets served
Carnegie Mellon's Entertainment Technology Center business model
Business model- GTM type
- B2C
- Offering type
- Services
- Cost components
- Personnel, Infrastructure, Technology or R&D, Operations, Marketing or Sales
Revenue model
- Graduate Tuition: Two-year Master of Entertainment Technology degree program with tuition of $61,628 per academic year. Additional fees include student activities ($244), technology fees ($490), and transportation ($302).
- Project Sponsorship: Industry clients sponsor semester-long student projects, providing funding and real-world problem statements in exchange for prototypes and deliverables.
- Donations and Scholarships: The ETC receives charitable donations including the ETC Fellowship Fund (sponsored by Schell Games) and merit scholarships valued at approximately $10,000/year.
Pricing tiers
| Model | Billing | Price |
|---|---|---|
| Subscription | Annual | Full Graduate Program (2026-2027) |
Go-to-market motion3 records
Distribution channels4 records
Marketing channels8 records
Carnegie Mellon's Entertainment Technology Center product offering
Product offeringCore offering
The Entertainment Technology Center delivers a two-year Master of Entertainment Technology (MET) graduate degree focused on interactive entertainment and emerging media. The curriculum is built on project-based learning through courses such as Building Virtual Worlds (BVW), where interdisciplinary student teams rapidly prototype virtual worlds and interactive experiences, with deliverables showcased at the annual Fall Festival. The program also produces client-sponsored semester projects for industry partners across gaming, XR, robotics, and entertainment.
Product overview
The Entertainment Technology Center at Carnegie Mellon University is an educational institution offering a Master of Entertainment Technology (MET) degree through a two-year graduate program. The curriculum centers on project-based learning via courses like Building Virtual Worlds (BVW), where students create interactive experiences in rapid iteration cycles, culminating in the annual Fall Festival showcase. Student projects span diverse areas including VR experiences (Shakespeare-VR, Voyage), interactive installations (Marioneta at Children's Museum), animatronics (Quasi), educational games (Decisions That Matter, Alice programming tool), and animated films (The Art of Weightlessness). Technology platforms include the CAVE VR system, CAVERN immersive environment, Jam-O-Drum interactive table, and Unitree G1 humanoid robot for robotics exploration. The program also maintains ETC Press through Carnegie Mellon University Press for publishing related works.
Differentiator
Problem solved
Functional benefit
Products and services
- Master of Entertainment Technology (MET) Degree Program Two-year professional graduate degree at Carnegie Mellon University focused on interactive entertainment and emerging media, combining project-based work, interdisciplinary collaboration, and mentorship from faculty and industry leaders; tuition $61,628 per academic year with merit scholarships averaging $10,000/year.
- Building Virtual Worlds (BVW) Course First-year signature course where student teams create virtual worlds and interactive experiences in rapid iteration cycles, typically three weeks per world, culminating in the Fall Festival showcase.
- Fall Festival Annual signature event showcasing all projects and virtual worlds created by ETC students during the fall semester, with live demonstrations and interactive exhibits for industry, alumni, and prospective students.
- Client-Sponsored Student Projects Semester-long sponsored projects where industry clients (e.g., Sony, Disney, Children's Museum of Pittsburgh) fund student teams to develop innovative prototypes and solutions to real-world problems in gaming, XR, robotics, and entertainment.
- Alice Programming Environment Interactive 3D programming environment that teaches users to code through creating animated stories and games; developed at CMU and celebrating 30 years of educational use worldwide.
Quantifiable outcome
- 94% of graduates work in their targeted industries
- +6 more outcomes
Companies that use Carnegie Mellon's Entertainment Technology Center
Customer profileNamed customers7 records
Segments4 records
Ideal customer profiles3 records
Carnegie Mellon's Entertainment Technology Center technology and API
TechnologyTechnology focussed No
API detail
- Has API
- No
- API docs
- API detail
Core technology
AI maturity
App detail
AI capability9 records
Feature7 records
Carnegie Mellon's Entertainment Technology Center partnerships and signals
Strategic signalPartnerships
Eleven partnerships are on record, tiered core and minor.
- Sony Computer Entertainment AmericacoreSony partnered with ETC for the PlayStation Blacklight project, tasking student teams with creating rapid prototypes for PlayStation Mobile. The project led to Sony hiring six team members and eventually creating the Pixelopus studio.
- American Shakespeare CenterminorCollaboration for Shakespeare-VR project bringing Shakespeare performances to virtual reality. ASC provided theatrical expertise and performance spaces.
- Pittsburgh PenguinsminorCollaboration through Rethink the Rink make-a-thon for hockey safety innovations. Ideas from winning team sublicensed by Covestro and the Penguins.
- National Endowment for the HumanitiesminorNEH provided $100,000 prototyping grant for Shakespeare-VR project led by Stephen Wittek with ETC faculty Jaehee Cho and Ralph Vituccio.
- Children's Museum of PittsburghcoreLong-term partnership including Marioneta digital puppet installation and spiritual successor to Virpets project. Museum hosts ongoing interactive exhibits designed by ETC students.
- Cornell School DistrictminorClient for Voyage VR project - multiplayer virtual reality field trip for middle school science education about ecosystems.
- CMU Gender Programs and Sexual Violence PreventionminorClient for Decisions That Matter project - interactive bystander intervention training adopted by schools nationwide.
- Walt Disney CompanycoreMoshe Mahler led Disney Research's Creative Technology Team for nearly a decade, collaborating with Pixar, Walt Disney Animation Studios, Disney Consumer Products, Disney Television Animation, and Imagineering.
- CovestrominorSublicensed hockey safety innovations from Rethink the Rink make-a-thon project with Pittsburgh Penguins.
- Magnes AGminorCorporate partner for ReNuShu exergame project powered by smart shoes for gait training and rehabilitation.
- Boys and Girls Clubs of Western PennsylvaniaminorCommunity partner for Little Owl Construction Co. project creating physical interactive platform for middle schoolers.
Scale indicators11 records
Recent moves7 records
Expansion highlights5 records
Carnegie Mellon's Entertainment Technology Center competitors and assessment
Company assessmentDirect peers
- NYU Game Center: NYU Game Center offers an MFA in Game Design with a strong focus on game design, experimental play, and student-driven studio projects. Closely matches ETC's blend of technical and creative training and industry-facing output.
- DigiPen Institute of Technology: DigiPen offers BS and MS programs in game development, computer science, and digital art with project-based curricula analogous to ETC. Its direct pipeline to studios like Nintendo and Valve makes it a strong comparable for graduate-level entertainment tech education.
- Full Sail University: Full Sail's graduate programs in game design, entertainment business, and media design provide project-based, industry-oriented training akin to ETC, with strong studio and publisher connections.
- SMU Guildhall: SMU Guildhall's Master of Interactive Technology in Digital Games is one of the longest-running graduate game development programs in the US. Highly comparable cohort size, project structure, and industry placement orientation as ETC.
- RIT School of Interactive Games and Media: RIT's graduate programs in game design and development combine computer science and artistic training with studio-based projects, mirroring ETC's interdisciplinary, industry-driven curriculum at a comparable scale.
- USC Games (University of Southern California): USC's interactive media and games programs at the School of Cinematic Arts are one of the most established entertainment technology graduate offerings in the US. Directly comparable to ETC in interdisciplinary, project-based graduate training for the entertainment industry.
Others
- Schell Games: Schell Games is both a leading US game studio (founded by Jesse Schell, ETC Distinguished Professor) and ETC's flagship fellowship sponsor. Most relevant adjacent company linking ETC's talent pipeline directly to commercial game production.
Emerging players
- Georgia Tech Digital Media: Georgia Tech's Digital Media MS program emphasizes computational media, game design, and interactive storytelling. Less specialized in entertainment than ETC but increasingly competitive in the same graduate talent pool.
Broad incumbents
- MIT Media Lab: MIT Media Lab conducts research across responsive environments, tangible interfaces, and AI-driven entertainment. While broader and more research-oriented than ETC, it overlaps in immersive tech, robotics, and human-computer interaction for entertainment.
Regional players
- Abertay University - School of Design and Informatics: Abertay in Scotland is widely regarded as one of Europe's leading game design schools, with industry-academia pipelines to studios like Sony and Microsoft. Comparable in curriculum and industry focus but serving a primarily European student base.
Market position
Strengths5 records
Weaknesses5 records
Competitive moat5 records
Key risks6 records
Key highlights7 records
Customer concentration
Carnegie Mellon's Entertainment Technology Center social profiles
Digital presenceCarnegie Mellon's Entertainment Technology Center financial estimates
Financial estimateRevenue estimate
Valuation estimate
Carnegie Mellon's Entertainment Technology Center leadership team
Management profileNumber of profiles
Profiles6 records
Carnegie Mellon's Entertainment Technology Center funding detail
Funding detailFunding overview
Funding rounds
Investors
Funding detail is available on the Subscription and Enterprise plan.Contact sales →
Carnegie Mellon's Entertainment Technology Center M&A and investment
M&A and investmentM&A
Investments
M&A and investment is available on the Subscription and Enterprise plan.Contact sales →
Frequently asked questions about Carnegie Mellon's Entertainment Technology Center
What does Carnegie Mellon's Entertainment Technology Center do?
The Entertainment Technology Center delivers a two-year Master of Entertainment Technology (MET) graduate degree focused on interactive entertainment and emerging media. The curriculum is built on project-based learning through courses such as Building Virtual Worlds (BVW), where interdisciplinary student teams rapidly prototype virtual worlds and interactive experiences, with deliverables showcased at the annual Fall Festival. The program also produces client-sponsored semester projects for industry partners across gaming, XR, robotics, and entertainment.
Is Carnegie Mellon's Entertainment Technology Center a public or private company?
Carnegie Mellon's Entertainment Technology Center is a private company. It is classified as corporate owned and is currently operating.
When was Carnegie Mellon's Entertainment Technology Center founded?
Carnegie Mellon's Entertainment Technology Center was founded in 1999. It employs 11 to 50 people.
Where is Carnegie Mellon's Entertainment Technology Center based?
Carnegie Mellon's Entertainment Technology Center is headquartered in Pittsburgh, United States, in the North America region.
How does Carnegie Mellon's Entertainment Technology Center make money?
Three revenue lines are on record. Graduate Tuition is the primary driver. The others are project Sponsorship and donations and Scholarships.
Who are Carnegie Mellon's Entertainment Technology Center's main competitors?
Direct peers on record are NYU Game Center, DigiPen Institute of Technology, Full Sail University, SMU Guildhall, RIT School of Interactive Games and Media and USC Games (University of Southern California). Schell Games is listed as an others. Georgia Tech Digital Media is listed as an emerging player. MIT Media Lab is listed as a broad incumbent. Abertay University - School of Design and Informatics is listed as a regional player.
Does Carnegie Mellon's Entertainment Technology Center have an API?
No public API is recorded for Carnegie Mellon's Entertainment Technology Center.