Business of
Entertainment

Online NYU Tisch Certificate Course
The entertainment landscape has been upended by AI, streaming, and emerging technologies. NYU Tisch School of the Arts, along with executives from leading entertainment companies, have teamed up to help you master the new business rules across Film & Television, Music & Audio, Gaming, and Live Performance, including how AI is reshaping each sector.
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Taught by Industry LeadersExclusive NYU Tisch Certificate100% Online & Self-Paced
5Online Modules
15+Faculty & Industry Experts
< 40 hrsTo Complete, Self-Paced
CertificateNYU Tisch School of the Arts
Brands Our Experts Work With
Learn From the Best

Taught by People Who Built the Industry

Faculty from NYU Tisch alongside working producers, executives, and creators.

Dave Santaniello

Founder
MAP Entertainment Ventures

Jenn Cron

Head Partnerships
Wondery

Sofia Sondervan

Adjunct Faculty
NYU Tisch

Scott Cherkin

Former SVP Global Audience Strategy
Warner Music Group

Caroline Baron

Adjunct Faculty
NYU Tisch

Matt Graham

Screenwriter (WGA)

Sophie Taitt

Director Global Production Strategy
Netflix

Kelsey Mabbott

Sr. Producer
Naughty Dog

Waleed Diab

Global Head Recorded Music Business Development
YouTube Music

Dorothy Abrams

VP Global Product Marketing
Ticketmaster

Nada Arnot

EVP Marketing
The Economist

Jared Rosenberg

Manager
Red Light Management

Maz Karimian

Strategy Director
ustwo

Richard Abramowitz

Adjunct Faculty
NYU Tisch

Adam Block

Founder
Jazz Is Dead

Andy Goldman

Adjunct Faculty
NYU Tisch

Roz Lichter

Adjunct Faculty
NYU Tisch

Diego Garcia

Adjunct Faculty
NYU Game Center

David Irving

Faculty
NYU Tisch

Harry Winer

Faculty
NYU Tisch

Sam Enoch

VP, Film Strategy & Business Development
Universal Pictures

David Melville

Managing Director
Independent Shakespeare Company
Why This Course

Built to Move Your Career, Not Just Your Knowledge

01

Real-World Case Studies

Work through real problems in IP, royalties, distribution, and virtual experiences.

02

Start Immediately

On-demand video and self-paced projects you can begin the day you enroll.

03

Insider Expertise

Learn directly from the executives and creators shaping entertainment now.

04

An NYU Tisch Credential

Earn a certificate that signals real expertise on your resume and profile.

Course Outcomes

What You'll Be Able to Do

  • Spot the real opportunities AI and streaming are opening across entertainment.
  • Read a deal: IP, royalties, licensing, and where the leverage sits.
  • Take a project from pitch to production without stalling.
  • Build a distribution and marketing plan that scales.
  • Use AI tools where they help and avoid them where they don't.
  • Maximize the long-term value of a finished product.

Skills You'll Gain

Entertainment StrategyIP & LicensingContent DevelopmentDistributionAudience GrowthMarketing & PressAI in ProductionDeal StructureProduct Lifecycle

Build Your Portfolio

The course includes multiple hands-on projects, so you build real portfolio pieces that prove what you can do, not just earn a certificate.

01

Industry & Business-Model Analysis

Break down how streaming reset the economics of your chosen sector.

02

Project Development Plan & Pitch

Take an idea to a fundable property, with IP, audience, and investor plan.

03

Production Plan & Budget

Map the people, schedule, and budget to get a project made on track.

04

Marketing & PR Launch Plan

Build a data-informed campaign to grow audience and earn press.

05

Distribution & IP Strategy

Choose distribution models and value the IP over its full life.

Inside the Course

Five Modules, One Through-Line: How the Money Moves

Each module is three to five hours, broken into short lessons across all four tracks.

Module 01

(How) May We Entertain You?

1 As recently as twenty years ago, each sector of the entertainment industry had its own custom fiefdom, with different distribution channels, pricing, marketing techniques, and customer experiences. That world is almost gone today, as the internet and streaming services have overrun almost every business model. Creating content is now optimized for a smartphone, tablet, or home entertainment system with half a dozen subscriptions. How has this changed what makes a box office smash or a bomb? How does a designer get her video game out there? What topics do you have to master to get that job at Netflix or Amazon Music? Module 1 is focused on understanding the revolution that we're in, and how to take advantage as an entrepreneur or executive.
Module 02

Let’s Make Something!: Ideation & Planning

2 No matter what form the entertainment venture takes – a screenplay, a song, a play, a game – the work must be written and someone needs to identify its path to an audience. You need to find the investors to back the project. And before the cameras start to roll, the computer boots up, or the mics go live, you need people: the talent, crew, lawyers, and managers that will work together to realize the project. This module lays the groundwork for creative project development, from the conceptual framework for the project to the artistic and technical decisions that will shape the lifespan of the product. Only once all the elements are in place can you move into the next phase: production.
Module 03

Creation: Content

3 Any modern entertainment product almost always requires a camera, a computer, or a stage to reach their audience. The creation stage is often the highest-stakes, most expensive, and most volatile part of the process. This module explores all major content creation methods, and the steps that producers and executives take to keep the project on track. What are the stages involved in making a film? A game? A multi-platform web story experience? Students will learn who and what skills are needed to produce a wide spectrum of entertainment products, covering budgets, schedules, human resources, and more. This period in the process is intense so it behooves the producers to ensure efficiency to avoid waste. This module also explains how all the elements created during the production period gel into a final format.
Module 04

Selling the Story: Marketing & Press

4 Fundamentally, marketing is about raising and catalyzing awareness, while delivering a promise of value to a customer segment. What was once a straightforward task is now upended in a world of new streaming platforms, dying audience trends, social media, and a dizzying array of technology. This module provides students with a framework for understanding key marketing principles, functions, and tools, including quantitative methods, emerging tech, and interacting with a new media frontier. Marketing and PR are now a global effort as once-regional phenomena like K-pop and telenovelas cross borders, but are also becoming more focused on hardcore analytics instead of the intuition and tradition of bygone eras. Aspiring producers and executives should walk away with the ability to speak the marketer's language, and be sensitive to how their message is playing to their intended audience.
Module 05

Content in the Wild: Distribution & Product Life Value

5 Industry veterans will always tell you that distribution is the most powerful part of the process. It's why the movie studios were broken up in the 1940s. It's why Apple and Spotify became kingmakers in music. Building the pipes to the audience is where the real magic happens. This module details how emerging platforms have gobbled up market share across the entertainment landscape, which has fundamentally altered the way we measure success, price entertainment properties, and value IP over time. Students will learn how distribution works in different sectors, where products generate their revenue, and how they build value over time. Mastery over distribution and IP valuation will help producers and executives think about their business in the long-term.
What Learners Say

Results, Not Just Lessons

I have moved away from 30 years on Wall Street to set up my own Business Entertainment Management Firm. I already represent a film director, several actors, and DJs.

Jane E.

I am a professional DJ who's worked with many high-end companies including the NFLPA, and I currently work as a DJ with the NBA, WNBA, and MLB. This course has definitely helped with my resume in the entertainment business.

Nicole W.

I am a full-time filmmaker, and I have a small business, Cane Bay Films. I am working on producing my feature film. This course gave me a broader understanding of my industry.

Johánna B.

I am an entertainment lawyer with a focus on film, and I am attracting new clients using the tools provided by this course.

Maria Alejandra F.

I feel I have a full overview of the entire entertainment industry, which makes me a well-rounded industry professional.

Clara C.

The biggest thing is my confidence level. I know a lot about the industry already, and this course served to validate that while filling in the informational gaps.

Daniel M.

The course is designed for anyone interested in understanding the business side of the entertainment industry, whether that's film, TV, music, gaming, or live performance. A must-have if you want to understand the entertainment industry.

Ricky P.

Since completing the Business of Entertainment program, I've been able to strengthen my company and truly step into my purpose as a filmmaker. Yellowbrick gave me the knowledge, structure, and confidence to keep going, even when the odds are stacked against me.

Tracy C.
Enrollment

Choose How You Pay

Same full course either way: 5 modules, real industry projects, and your NYU Tisch Certificate of Completion.

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One-Time Payment

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Questions

Frequently Asked Questions

Who Is This Course For?

Anyone building a career in entertainment: aspiring producers and executives, creators moving into the business side, and professionals from adjacent fields. No prior industry experience is required.

How Long Does It Take to Complete?

Five self-paced modules. Most learners finish in well under 40 hours on their own schedule.

Is It Fully Online?

Yes. The course is 100% online and on-demand, so you can study on your own schedule from anywhere.

What Do I Earn at the End?

A non-credit Certificate of Completion from New York University Tisch School of the Arts and Yellowbrick that you can add to your resume and LinkedIn profile.

Do I Need Experience in Entertainment?

No. The course starts with the fundamentals and is designed for people entering the field as well as those already working in it.

Is Financial Assistance Available?

Yes. Request the course catalog and a program advisor can walk you through payment options and any current offers.

What Does the Course Cover?

Business of Entertainment includes five on-demand modules covering topics such as the streaming revolution, intellectual property management, ideation, content creation, marketing, and product distribution. You can curate the curriculum to focus on the track you are most passionate about: Film and Television, Music and Audio, Gaming, or Live Performance. Each module takes three to five hours and is broken into shorter lessons and activities that you work on at your own pace.

Who Are the Instructors?

The course is taught by New York University Tisch School of the Arts faculty, supplemented with insights from executives at some of the most innovative entertainment companies in the world.

Do I Need to Bring a Project to the Course?

It is suggested, but not mandatory, that you bring an original entertainment project you would like to prepare for financing and production. The project-based exercises in the course are designed to help you realize that project in the real world.

What Can I Expect to Accomplish by the End?

You will understand the key themes driving the entertainment industry for the next generation, and you can use the course to prepare your next project for market, whether it is a feature film, an album, an indie video game, or a live performance. You will also receive a Certificate of Completion from New York University to add to your resume, CV, and LinkedIn profile.

Are There Any Age Requirements?

Students must be at least 13 years old to enroll.

How Long Do I Have Access to the Course?

Enrollment includes unlimited access to all course videos and materials for one year from your enrollment date. If you need more time after that, you can pay a monthly subscription fee to extend your access.

What Payment Methods Do You Accept?

Most major credit and debit cards are accepted, including Visa, MasterCard, American Express, Discover, and JCB. If you enroll outside the United States, tuition is charged in your local currency at the prevailing exchange rate.

What Is Your Cancellation Policy?

You can withdraw within 24 hours of enrollment for a full refund. After that, you have up to 7 days to withdraw for a full refund minus a $100 cancellation fee. No refunds are issued after 7 days. Subscription plans can be canceled before your renewal date by emailing [email protected].

How Much Does the Course Cost?

Tuition is $1,499 when paid in full. Two payment plans are also available at checkout: 4 monthly payments of $399 or 12 monthly payments of $139.

Get the Full Course Catalog

See the complete syllabus and enrollment details. We will email it straight to you.
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