"Director" is typically a term applied to leadership roles within a game team. You have Art Directors, Technical Directors, Development Directors, Creative Directors, etc... and it is good that you recognize that there is a lot of hard work involved in acquiring that title. I would also suggest that there is a lot of talent and luck which goes into it as well. As with anything worth doing, you need to be comfortable swallowing some risk to pursue your dreams! I would also note that what you've linked as a "Game Director" sounds a lot like what some companies would call a "Creative Director", and you should look into those kinds of job descriptions as well.
The course load that you've presented sounds like a very well-rounded depiction of what producing a video game involves. However, I would personally be a little concerned that it's maybe *too* well-rounded. I see entries describing the following:
1. Programming
2. Modeling
2a. Environments
2b. Characters
3. Animation
3a. Rigging
3b. VFX
4. Concept Art
5. Audio
6. Design
6a. Storyboarding
6b. Level layouts
7. Production
8. Localization
Especially as an entry-level employee (in any industry... not just games), you aren't likely to be hired for your "general" prowess. Entry-level candidates are more likely to be hired to accomplish a single, specific goal; as an example, my first job in this industry was specifically to provide engineering support to artists in building the UI for a single iteration of EA's Madden. I had no other responsibilities, and any artistic/design/scheduling prowess I may have presented was irrelevant to my hiring decision. Someone told me what they wanted built, I told them what artistic assets I needed and how much time it would take, and then I used/extended the technical framework they provided in order to build exactly what they asked for. No more, no less. The job was also a contract, which ended simultaneous to that iteration of Madden. With my hire, no one was looking beyond an immediate need that could be filled by a low-level grunt with a specific skill-set. That job gave me the platform to progress into the senior engineering role I enjoy today... but now I'm on the flip side of that coin. Now, I make similar considerations when defining hiring opportunities for others. Unless you want to start your own company and build your own games, you might want to consider narrowing the scope of your education and becoming very good at one single component of game development; no hiring manager is going to expect you to build an entire game by yourself. Particularly as an entry-level employee, employers will want you to fill explicit needs on the teams they've already assembled.
This offers a convenient segway into my last point; becoming a "Game Director" is a great goal... but you need to also establish some smaller goals in order to get there. Breaking into the video game industry as a "Game Director" is an unrealistic expectation; you will need to get some experience first. Find a component of video game development you're excited about, and pursue that. From the above, it sounds like you might be interested in game design. If you think design is exciting, pursue design. Understand what it means to be a designer and focus your efforts on doing things which will demonstrate your capacity for filling that role when it comes time to interview with a game company. Understand that part of being a game designer is coming up with great ideas... but most of being a game designer has a lot more to do with communicating those ideas effectively. The designers on my teams spend most of their days writing wiki documents which define exactly what should happen whenever a player does anything (or even what things the player can do in the first place). They spend most of their remaining time either in meetings having people point out holes in the documents they've written (which must then be re-written to address the holes), or filling out the equivalent of spreadsheets which drive data that the games we're building will use. To be honest, the role looks fairly tedious to me... but I'm also not nearly as interested in that aspect of game development as they are. And that, I guess, is my whole point .