Abstract
In recent years, entertainment is becoming diversifying, and traditional game, animation, movies, and attractions are experienced crossingly. Curriculum of specific field such as game and animations are relatively systematized, but it’s difficult to cover variety of entertainment. In this paper, we describe the framework and practices of entertainment engineering education. We organize competencies of entertainment engineering into basic, design, and produce, and describe examples of curriculum composition for university and graduate schools. Based on the improvements since 2002, we summarize the interaction between curriculum and practice, and possible future plans.