Centre for Arts and Technology

Bring your passion for the entertainment arts industry and we will match it with a professional and challenging environment that will turn your talent into a livelihood. Contact one of our Program Advisors and ask about the 3D Game Animation Professional Diploma program.

Foundation Studies: 

In order to survive and prosper, businesses must take advantage of the most appropriate technology available. Students receive an introduction to various business technologies including word processing and spreadsheets. The medium to achieve this knowledge will be the Microsoft office suite. Building on a foundational understanding of windows as well as internet browsers, students will learn the basic skills foe Microsoft word, Excel, and PowerPoint. Leveraging the interoperability of these applications will also be explored.

Foundation of art and design explores the evolution of imagery from primitive art through to today’s digital creations, with a focus on North America and European 20th century art and elemental themes in design, composition and content. Developing the oral and written skills with which to discuss or critique works of art, FAD enables students to understand the artistic direction demanded by future clients. Topics include colour, balance, perspective, social context and visual perception.

This 100 level course in internet publishing focuses on the origins of the World Wide Web and creating websites from the designer’s point of view. Using web design software students will be able to create basic web pages and integrate introductory level Cascading style Sheets

This introductory foundation course provides a solid background in vector and bitmap graphics creation, translation skills, graphic file management, scanning and format conversion necessary for every field of computer graphics. These applied skills get you under way in a variety of our core computer graphic applications which are used in ever increasing levels of integration.

The ability to produce quality video content is an ever growing requisite skill for the digital media profession. Students will setup and maintain professional video production equipment, use three point lighting, manage spatial and temporal continuity, coordinate foreground and background , open and closed frame shots as well as setup for internal and external reverses, perspective and deep staging. Basic blocking notation for camera positions will be applied in basic static setups which use master shot, pan, and reveal static pivot, rack focus and follow focus. You will use focal length to compress space, match sizes and open up space. Upon completion students will have produced all the shots necessary for a basic interview and dramatic scene.

This course is specifically designed to give a general, broad overview of where and how the technical arts industries meet as well as examine varying careers within each industry. The course is broken down into major technical arts industry areas: Digital Animation, Game Animation and Visual Effects; Audio Engineering, Sound Design, Event and Promotions Management, Digital Media Design, Web Design, Graphic Design and information Technology. Various careers, salary ranges, and growth opportunities are examined in each of the aforementioned fields.

Courses

Instruction covers computer graphic theories and methods. Students are introduced to a professional 3D software interface, creating basic projects using modelling, texturing, lighting and simple animation tools, as well as a general overview of key features of the 3D software interface and an introduction to rendering.

Talent is a gateway to a successful animation career, but hard work and refined skills are what turn an amateur into an expert. DRAW explores the drawing techniques, skills and concepts necessary to professional animation. Principles of light +and shadow, perspective, composition, and form are studied, with special attention paid to the requirements and restrictions that the final presentation media (video, computer, film or TV) may impose. DRAW is designed to accommodate all levels and students are encouraged to develop the long-term commitment
necessary to achieve advanced drawing skills.

The human form has inspired generations of artists.Drawing from the human model is essential to understanding form, anatomy, gesture, weight, and expression. These weekly life drawing sessions will enable students to render the human form accurately and improve current 2D and 3D skills.

Introduction to the Gaming Industry offers an overview of the various issues surrounding the game industry. The production process is examined from concept development to final testing and production. Issues addressed include: online games, DVD, accelerators, testing and debugging, and new directions in hardware and software. Other topics include: the history and future of the gaming industry, business models, financing, marketing issues, job descriptions, and salaries in the industry.

This course is designed as a continuation to 3D Animation and Modelling 101 (3DAM101). Instruction covers computer graphic theories and methods while continuing to develop a thorough understanding of the 3D software interface and basic project production methods. Students develop further competence in the use of modelling, texturing, lighting, and simple animation tools, as well as rendering.

As a continuation of ICAN 101, ICAN102 has students working to improve their technical ability to draw and pose characters, as well as continued focus on character animation through timing, observation, mannerisms, and movement. The learning objectives of this course will enable the student to not only further define what the principles of animation are, but also to show how and where students might utilize the skills and knowledge of a real working environment.

In LD200, students concentrate on fine-tuning skills such as shading, perspectives, anatomy, proportions and other elements essential to artistically representing the human form.

Character Design and Storyboard 200 introduces students to the roles proportion, anatomy, caricature, style, and appeal play in the creation of animated characters, and the methods used to produce industry-standard storyboards. Students design characters and create model packs, including mouth charts and size relationships, along with rotations, expression sheets and action poses. Students learn to create storyboards for commercial and portfolio use, and explore current cinematic theory and techniques. Topics include script interpretation, rough staging, panel design, action notes, camera moves, dialogue, and rough timing.

Once regarded as a cheaper alternative, digital video now rivals films for producing high quality productions at reduced costs. Introduction to Digital Video (IDV) introduces students to digital video production, non-linear editing, compositing and visual effects, using affordable desktop technology and software. Topics include basic computer graphic manipulation, titling and visual effects techniques, digitizing video and editing in a non-linear video environment.

Before you can produce a game, you need a workable concept and a production plan. Game Design 100 introduces the issues inherent to the process of game design. Students study the skills and tools needed for story and character development, design, pre-production, prototyping, testing, end-user testing, human interface, content development and interactivity. GD100 stresses the challenges of collaborative design, development of an artistic sensibility and effective presentation and communication of ideas. Students work in teams to create and deliver effective presentations, prepare a concept paper and basic design document, and prototype their game ideas.

Solidifying the concepts taught in 3DAM101 & 102, students expand their knowledge of modelling and texturing through practical applications mirroring those 3D objects found in the film and television industry. Foundation concepts in animation are also investigated and applied.

The relationship between animation, acting and the use of action analysis is examined alongside the techniques for animating action, acting, and lip sync/dialogue skills essential to character animation. Expanding on the skills learned in ICAN, in ANI200 students refine their sense of timing and learn to use the exposure sheet as a means of planning their classical animation exercises.

How a computer-generated scene is lit and rendered determines its cinematic reality. ALT100 addresses the challenges, processes, skills, and technology involved in creating realistic and believable surfaces for 3D objects, characters, and environments. ALT100 lays the foundation for ALT200 through exploration of 3D shading and rendering architecture, as well as principles of texture mapping, lighting, and rendering for photorealism.

Having technical skills and talent are no longer sufficient to find and keep high quality jobs. Employers desirecandidates with a high level of employability skills that include personal management, communication, problem solving, positive attitudes and behaviours, adaptability, and teamwork skills. Employability Skills courses provide a real world work environment that allows students to practice their employability skills and technical skills while simultaneously acquiring additional entrepreneurial and employment-relevant skills. In all programs, ES courses will be operationalized through regional focuses and this will provide an ideal context for demonstrating and practicing employability skills.

Under the guidance of their instructor, students work on course projects and begin to develop the production skills and assets used for their final portfolio. Production techniques, problem solving, technical issues, workflow planning, time management, and other topics are explored and dealt with as needed for specific production issues faced by students.

Through an overview of the characters people have loved and hated throughout history - especially during recent times - students explore the creation and effect of stereotypes and genres within mass-mediated culture, and prepare to compete professionally in the invention of new characters for all media. Students will be required to complete several themed character design assignments aimed at demonstrating their skill in developing and designing original and appealing characters.

Level Editing Tools (LET) provides an overview of level editors, focusing on their function and application in the game production process. Course training provides the technical foundation and skills needed for using the level editor in Game Production Workshop 300 and 400.

Students in Life Drawing 300 focus on more expressive techniques. They begin to develop an individual style, and work on strengthening their existing skills by working both from observation and imagination.

Students in Life Drawing 300 focus on more expressive techniques. They begin to develop an individual style, and work on strengthening their existing skills by working both from observation and imagination.

In Animation Production 300 (ANPRO300) instructors continue to guide the development of student portfolios. Special topics appropriate to student productions are covered as needed, such as advanced character modelling and skeletons, cloth and fur and bind techniques. Instructors also act as mentors and production managers, helping students resolve technical problems and other issues that arise, and organizing their final output sessions. The workshops will introduce students to project management
techniques and how to apply these techniques to the production of their demo reels.

Human factors and usability are key in successful websites, products and interactive applications. If you are engaged with a website and have to think about the interaction then the designer hasn't done their job. Good interface design should produce intuitive navigation and design which doesn't get in your way.

Building on the foundation laid in the ALT100, ALT200 introduces students to increasingly complex and involved setbased surfacing projects that focus on photorealism. Students learn the tricks used routinely by professionals in the digital effects industry to produce believable imagery and effects suitable for film and television that can be applied to their own individual projects. Depending on the current needs of the students and program objectives, topics may include complex shading networks, simulation of radiosity, polygonal surfacing, environmental shaders, underwater effects, and other material effects such as snow, gases, and particle clouds.

This workshop-oriented course completes students training in digital 3D software as they further develop and apply their animation and modelling skills through the creation of their final animation portfolios. Content is a combination of set curriculum and customized instruction dictated by individual project needs, with instructors acting as directors for the students final films. Emphasis is on character animation and creative and cinematic storytelling skills.

In Game Production Workshop 300 students work with a lab instructor on the pre-production of a game proof-of-concept project. The first half of the course focuses on investigating game engines or authoring tools. Students then work with the instructor to finalize a functional spec document and production schedules, individual and team responsibilities, deliverables, and the game engine or authoring tool to be used. The rest of the semester is concerned with the application of the game engine/authoring tool for their projects needs and the creation of assets for their project.

This course is specifically designed for those working in the arts and entertainment industry, in order to provide them the tools they need to deal effectively with their business and financial needs so that they will be able to follow their passion while avoiding the 'starving artist" trap. As students work through the course they will build a personal business plan that will be the foundation for building a successful long-term career.

Life Drawing workshops provide students with the opportunity to continue developing and honing their life drawing skills. There are no formal lectures, instead instructors provide individual help and feedback as needed. However, instructors may use various types of figures and models and suggest exploration of various foci such as detail studies of hands, eyes, and musculature, human and animal forms, light and shadow, or themes such as dreams and fantasies, popular culture, emotion, movement, realism and caricature, or atmospheric effects.

Carrying on from GPW300, students work as a team under the guidance of their lab instructor on the production of the proof-of-concept project that is agreed to and outlined in GPW300. The intention of the course is to meet the production deadlines and deliverables developed in GPW300. Individual grades are based on participation and completion of defined duties within the team.

Mimicking the subtleties of human movement is just one of the many challenges facing 3D artists. MOCAP
introduces students to motion capture data as it applies to animation. Students create or edit motion capture data primarily, though not exclusively, for games and new media applications. Beginning with an overview of motion capture hardware, software and capture techniques, MOCAP focuses on software tools and production processes for clean up, editing, merging, and manipulating raw data. Students explore conversion formats, the use of animation libraries, and the exportation and application of data to objects and characters within 3D animation packages.

In Animation Production 400 (ANPRO400), instructors continue to guide students progress in the development of their final portfolios. Instructors also act as mentors and production managers, helping them deal with technical and other issues that arise, and organizing their final output sessions. This is a practical, workshop-oriented course designed to supplement 3DAM400. In some cases guest speakers, industry professionals, or other instructors may be invited to class to offer feedback on student work and insight into the industry. The workshops are treated as professional production environments in which students are held accountable for project management, timelines, and deliverables.

Portfolios show the world what you can do. Academic portfolios are the final demonstration of acquired learning and are a requirement for graduation at Centre colleges. Portfolios are also one of the most important tools you have for initially getting noticed and landing an interview for a job or contract. This course provides the knowledge and tools required to complete a high-quality academic and professional portfolio in multiple formats and media, e.g., print, web, DVD, tape.

The Professional Development Program consists of a series of modules spread throughout the academic program that focus on the personal and interpersonal aspects of employability skills required for success at work and in life. Through a combination of instruction and activities including scenario training, individual and group activities, discussions, and reflection students are given the opportunity to discover and develop lifelong values, personal definitions of success and mission statements, and to investigate best practices in achieving their personal and career goals. Awareness of expectations and consequences of actions within business and social situations will be emphasized, providing opportunities to develop into the kind of people that others want to know and work with, whether employers, business partners, or fellow workers. This includes behavioural awareness and skills in resolving personal and interpersonal issues, and letting go of schemas that don't support success as personally defined. Practical job skills are also included in the program such as industry research, portfolio criteria, job search, resume and cover letter writing, interview skills, and employment negotiations. Because the acquisition of soft skills requires a significant amount of exposure and practice in diverse situations, each module will build on the core skills, principles, and tools based on individual and group needs as determined by the facilitators in each module.

 

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