Archive for October, 2009

Cogswell Faculty Spotlight – Dr. Tim Duncan, Digital Audio Technology

Friday, October 30th, 2009

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Dr. Tim Duncan

Dr. Timothy Duncan has been a member of the faculty of Cogswell Polytechnical College for over a decade. In addition to full-time teaching he was Dean of the College from 2005-2008. Dr. Duncan founded the Digital Audio Technology program, where he teaches many of its courses. He has synthesized his broad understanding of the music profession and the music industry to create an innovative audio program that targets both the manufacturing and the music production sides of the audio industry.

Dr. Duncan is an award-winning composer, performer and educator who is equally at home working with technology and with traditional media. He has composed and performed a body of new music compositions as well as created visual pieces and music for modern dance that have brought him recognition in the form of awards and grants from the Southeast Interdisciplinary Fund, Meet the Composer, Inc., the Ohio Federation of Music Clubs, and the Mississippi Arts Commission (among others), as well as guest composer residencies in places such as the Meadows School of Music at SMU, the Conservatory at the University of Missouri-Kansas City, and the University of Memphis. Dr. Duncan was music director for 14 regional and university theatrical productions, which earned him a citation (as composer) in the Shakespeare Music Catalogue.

Dr. Duncan completed degrees at the Universities of Tennessee, Memphis and Cincinnati, as well as pursuing additional study at Brooklyn College, Carnegie Mellon University, Stanford University and the Atlantic Center for the Arts. He is a member of the College Music Society, the International Computer Music Association and the Interactive Audio Special Interest Group. Dr. Duncan’s areas of specialization include sound synthesis, music composition and computer programming.

What classes do you currently teach?

This term I am teaching Sound Synthesis, World Music, Music Theory and DAT Portfolio classes. In general I teach a wide range of classes within the Digital Audio Technology (DAT) program.

Do you have a favorite class to teach? If so, why?

Usually it is whatever course I am teaching at the moment.

Have you worked for non-academic companies in the past? Which ones? How did that experience make you a better teacher?

I worked for Leapfrog, which manufactures educational “appliances”. I worked on the audio side of thir production.

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Unity and Facebook and 3D Sounds Like Mixing Oil and Water

Thursday, October 29th, 2009

Unity logo Can this be?? A fast-paced, 3D shooter game on a turn-based social game platform like Facebook? Isn’t that illegal or something? Evidently not!

Company representatives from Unity, the extremely popular multi-platform game development tool, will share the experiences and techniques used by CMune for Facebook integration with Paradise Paintball 3D.

When: Monday, November 2
Time: 6:30 to 7:30 p.m.
Where: Cogswell College in the Dragon’s Den

 

 

This talk represents one of the futures in gaming. Social game platforms are currently dominated only by casual turn-based highly viral titles. Find out what happens when fast-paced 3D games meet highly viral social web platforms. Keep in mind it hasn’t been done enough for anyone to have discovered the initial formulas for success or failure.

Due to the leading edge nature of the Unity Speaker topic, we are opening this particular Social Game Fest Session to all Cogswell students for free without registration.

If you want to stay for the tutorials about creating apps and games for Facebook, you will need to register for Session 3 so you can login to the server.

-Bonnie Phelps, Dean of Institutional Advancement

Engineering Degree Overview

Wednesday, October 28th, 2009

Engineering

Engineers address the needs and problems of society with a blend of science, technology, and art. The Engineering programs at Cogswell Polytechnical College are part of an educational system that promotes true “integration” among curricula, teaching and learning approaches, and faculty. Integration is at both the vertical level among the engineering programs and at the horizontal level among the engineering and digital art programs.

Students:

  • Get hands-on experience working with faculty in small groups
  • Benefit from an educational environment that focus on learning, blends theory and practice, and integrates engineering and digital art
  • Graduate and become successful alumni pursuing rewarding careers

Innovation is key in the industries for which we prepare our students. Students can pursue any of the following programs:

~ Hadi Aggoune, Director of the Engineering Program

Senior Producer at Nickelodeon Kids and Family Games Speaks at Cogswell

Tuesday, October 27th, 2009

kevin richardson

Cogswell graduate, Kevin Richardson, will share his wealth of knowledge and experience in the casual game industry during a presentation on campus. His topic will be, “Creativity and Unlocking Your Own Unique Talents.”

Date: November 3, 2009
Time: 6:00 to 8:00 p.m.
Where: Dragon’s Den at Cogswell
1175 Bordeaux Dr
Sunnyvale, CA 94089
MAP
Pizza will be served
RSVP

Kevin graduated in 2003 with Bachelor of Arts in Computer and Video Imaging – the precursor to Cogswell’s Digital Art and Animation program. He currently works for Nickelodeon Kids and Family Games group in San Francisco as their Senior Producer of games. Kevin also just launched his own casual independent game series for download under the Gamespin banner, Ghost Town Mysteries. He has produced over 30 “E” rated games, including the Family Feud and Risk games and several Hasbro titles including Boggle and Trivial Pursuit while at iWin.com. Prior to iWin.com, he worked at The Learning Company/Mattel Interactive where he was Executive Producer on numerous Reader Rabbit and ClueFinders adventures and at EA/Pogo where he worked on Tumblebees ToGo. He began his career as an animator and special effects artist working for ILM and Hanna Barbera-Wang Films.

Learn more about what it’s like to be a Senior Producer at Nickelodeon.

-Bonnie Phelps, Dean of Institutional Advancement

What is Video Game Level Design?

Monday, October 26th, 2009

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We asked Assistant Professor Albert Chen to explain level design

If Game Development covers how games are made and Game Design determines what the game is and how it is played, Level Design is about defining the moment to moment experience for the player. It includes planning and creating the actual spaces that the player travels through and orchestrating heart-pounding encounters and events that happen along the way.

Can students learn level design at Cogswell?

This past summer term, we offered a six-week Special Topic – Intro to Level Design Workshop. This intensive course introduced students to the fundamentals of 3D level design for 1st person shooters. By using Unreal Tournament 3′s level editor to build playable multiplayer levels, students were able to experience the level design process first-hand. They also learned the theories behind competitive multiplayer map creation to control play balance, intensity and flow.

In Spring, we will offer an Advanced Level Design course. Check the Spring schedule when it is released in early October.

Want to learn more about our Game Art, Game Development, or our Digital Art and Animation programs?

Visit the Cogswell College website or better yet, arrange a tour of our campus and see where you can begin your career in video games.

-Michael Martin, Dean of the College

Senior Producer at Nickelodeon Kids and Family Games Talks About His Job

Friday, October 23rd, 2009

kevin richardson

Cogswell graduate, Kevin Richardson, offers insight into his job and how to prepare if this is your career goal. Kevin graduated in 2003 with Bachelor of Arts in Computer and Video Imaging – the precursor to Cogswell’s Digital Art and Animation program.

Company name, your job title, a brief description of your job responsibilities and how long you have worked there.

I currently work for Nickelodeon Kids and Family Games group in SF as their senior producer of games. My job is to scout the world for interesting flash games to put up on Shockwave, a family friendly gaming site, as well as produce multiplayer games and some exclusive games such as racing games using the shockwave 3d platform.

 

Can you give an example of what you might do on a ‘typical’ day?

On a typical day I am playing tons of games, usually for 30 seconds at a time, just the way our player’s would. If it doesn’t hold my attention past that, I move on to the next one. The best games I bring to a team review, and those that we pick I contact the developers (wherever they may be in the world) and make them an offer for a non-exclusive publishing arrangement. I usher the contract through legal, make sure they are paid, and also handle getting the actual game into our publishing and high scores system.

Can you give an example of something that surprised you about your job when you first started?

It is easy to get lost in the technical side of things. Don’t! is my advice. The players only care about having fun. Focus on the fun, not how you are going to get it done.

Describe your piece of the production cycle. How does what you do move the project forward?

As a producer you are the beginning, middle and end. One definition of a producer I love is, “The producer is the guy you throw out the window if it’s late, over budget or just plain bad.” I agree with that.

How big is the team you are part of for a typical project? What kind of interaction do you have with other team members?

The teams vary in size. It really depends upon the scope of the project, but for a flash game usually between 3 to 6, depending on factors such as: is it a multiplayer game, the complexity and so on.

What projects have you worked on in the past?

In addition to my job at Nickelodeon, I just launched my own casual independent game series for download under the Gamespin banner, Ghost Town Mysteries. I have produced over 30 “E” rated games, including the Family Feud and Risk games and several Hasbro titles including Boggle and Trivial Pursuit while at iWin.com. Prior to iWin.com, I worked at The Learning Company/Mattel Interactive where I was Executive Producer on numerous Reader Rabbit and ClueFinders adventures and at EA/Pogo where I worked on Tumblebees ToGo. I began my career as an animator and special effects artist working for ILM and Hanna Barbera-Wang Films.

What do you find most rewarding about your job?

People interactions and trying to figure out what is fun. It’s not always that simple! And working with smart people.

What advice would you give students preparing for a career as a Sr. Producer?

It is a business. But the business is to entertain others. Know how to do that. What entertains you? Get down to the minutiae of that in a film, game, a play – or a walk in the woods. Be in touch with your emotions and what triggered them – so that you can touch the emotions of your players with the same mechanics.

How did Cogswell help prepare you for this career?

Cogswell rounded me out. By being pushed into places out of my comfort zone I was stretched as a person. And just being around other smart people with ideas other than my own is always healthy and inspiring.

What qualities does someone need to have to be successful in this field?

Remain curious. Work hard. Be disciplined. Don’t fall in love with your own ideas. Stay objective, but bring passion to your work when you think you are onto something.

-Bonnie Phelps, Dean of Institutional Advancement

Open House and Art Alive Events This Saturday

Wednesday, October 21st, 2009

What: Open House
When: Saturday, October 24
Time: 11:00 a.m. to 3:00 p.m.

What: Art Alive
When: Saturday, October 24
Time: 1:30 to 5:00 p.m.

Where:
Cogswell Polytechnical College
1175 Bordeaux Dr
Sunnyvale, CA 94089

The Open House gives you the chance to learn how you can become involved in the exciting animation, game development, digital audio or engineering fields. Tour the campus, talk to faculty and students, learn about financial aid and more.

Art Alive is a one-of-a-kind event where acclaimed artist and author, Michael Mattesi, creates a figure drawing on an 8’ by 15’ canvas while discussing the creative process.

Follow the links to learn more. Both events are free and open to the public.

-Bonnie Phelps, Dean of Institutional Advancement

Ambassador Blog by Rachel Staley, Digital Audio Technology Major

Wednesday, October 21st, 2009

RachelStaleyHi! My name is Rachel Staley and I am an Ambassador at Cogswell College. I am a Senior this year and my degree program is Digital Audio Technology with a concentration in Audio Production. Someday I hope to do sound effects realm for film or sound composition for games.

My favorite class this semester is Style and Idea in Music. Every week I’m learning about what exactly characterizes different music genres. There are weekly composition assignments where we put our new found knowledge to the test and write in styles we might not be familiar with. My most challenging class is C Programming because it’s like learning a different language, literally.

This semester I’m looking forward to the events that aren’t even planned yet. Haha! We have a revamped ASB with a lot of fresh faces, so I’m looking forward to the new ideas for outings… maybe an ice skating night? Perhaps?

Lucasfilm Recruiters Visit Cogswell

Monday, October 19th, 2009

Last Monday night Cogswell hosted a visit by Lucasfilm Recruiters. They showed some of the pioneering work the done by the various divisions of Lucasfilm, and even showed some work in production. They spoke about some of the changes in the industry and how graduating students can prepare for a career- in particular, the Jedi Academy Internship.

One of the most interesting points was that there are a few rare entry level positions with these companies. They are looking for strong Riggers at the moment, and they are always looking for entry level Technical Directors. The Recruiter from Lucasfilm Animation stressed that your chances of landing an entry level job increase exponentially if you are an animator but you have some programming and scripting under your belt.

This visit highlights the importance of always keeping a reel in progress. If you were prepared on Monday night, there was a good chance you could have picked up a rigging gig at LucasArts! Just another example of why it is better to prepare than to plan. Many times students hear about openings and start to prepare a reel, but by the time they are ready the opportunity has long passed. Be diligent and always have your best work ready to show to recruiters.

I want to mention that we are running Rigging 1 right now, and we will offer Rigging 2 next semester. You probably already know that we updated our Scripting for CG class that we are running now, and if there is interest, we can run again next term. One other course to note is the new Game Level Design 2 on the schedule next semester. The Spring 2010 class schedule will be released next week.

Keep your eyes open for the next industry visit, and keep that reel up to date!

-Michael Martin, Dean of the College

Where Do Technical Artists and Technical Directors Come From?

Friday, October 16th, 2009

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The next time you watch a feature length film or play a video game, take a close look at the credits. You will notice that there is a large number of Technical Artists and Technical Directors.

Yet, if you try to locate a college that offers a degree for this fast growing job title, you will be hard pressed to find one.

You are in luck — Cogswell College offers a Bachelor of Science degree in Digital Arts Engineering that blends programming and art courses into coherent knowledge sets to prepare students for careers as Technical Artists and Technical Directors. These people are a technically adept and artistically trained visual problem solver. In a video game world they know how the artists and designers want to work and how the programmers want the assets. In the motion picture and animation world, they take on every job that 3D animators and 3D modelers cannot do in addition to pipeline support and tools creation. In fact, there are usually more technical artists on a visual effects team than any other type of artist.

This type of unique problem solver is in increasingly high demand. You can read a recent article on last week’s Gamasutra newsletter

To find out more about this unique engineering and art hybrid degree, visit the Cogswell website or contact Dr Hadi Aggoune, Director of Engineering.

-Michael Martin, Dean of the College