Archive for the ‘Academics’ Category

Creating Over the Top Effects in Your Games

Monday, February 4th, 2013

If you want to learn the secrets behind creating mind-boggling effects in your game, then take a few minutes to read the article that Keith O’Conor wrote for Game Developer Magazine in April 2012. Conor is a Senior Rendering Coder at Radical Entertainment.

Managing particle systems efficiently was a key task in building life-like special effects like dust, smoke and water into Cogswell’s Project X short animated films.

In the piece Conor talks about Radical Entertainment’s particle system composed entirely of a component-based feature set, techniques to reduce memory usage and fragmentation, managing vertex buffer memory demands, fine-tuning rendering performance and much more.

We highly recommend that all Cogswell Digital Art Engineering degree students check this article out. They have also included a snippet of code at the end of the piece.

Special effects as seen in the student animation "The Offering"

Meet Faculty Member, Jerome Solomon

Tuesday, January 29th, 2013

Jerome Solomon, Cogswell College Faculty in the Digital Art & Animation Program

“At the end of the day, the gaming industry is challenged with making a functioning piece of software work.  It’s where engineering and art clash.  It can be beautiful, but if it’s not fun and doesn’t work, then nobody wants to play your game.”

– Jerome Solomon, newly-appointed Assistant Professor in Digital Art & Animation at Cogswell College, regarding animation and gaming in a professional environment.

Cogswell sat down with Jerome Solomon in his second week of teaching on campus.

Cogswell:     You have worked with a lot of the heavyweights–ILM, DreamWorks, EA, Rhythm & Hues. You have a computer engineering degree and a Master of Science and we’d like to know how you got on the animation and game development path?

Jerome:         Really, I’m a computer graphics geek. I’ve been fooling around with computer graphics since I was in the third grade. I did my undergrad at UCLA in computer engineering but I took one graphics class and that really sparked my interest. So I went on to Georgia Tech because they have a graphics, visualization and usability lab and were one of the 10 or 15 schools at that time that really got into developing and pushing the graphics forward. There was a professor and head of the graphics lab there named Jim Foley, who is one of the founders of computer graphics. I went there because he was there.

Cogswell:     Tell us about your career path before entering the teaching arena.

Jerome:         I interviewed with a number of different companies and I got a position at Rhythm & Hues. There, I did a boatload of different things and worked on a number of different films. Babe was probably the biggest and the most popular one because that was Oscar award-winning. Working on Babe, I never looked at a pig’s mouth in so much detail in my life. It’s some of the weird things that you do in this industry. In that film there were live action pigs that we made talk and the process was really to do the head and mouth replacement in order to make that happen in CG. I worked there for a number of years and then I worked at DreamWorks on Shrek 2 and Madagascar.

Cogswell:     It seemed that your initial trajectory was film, what happened after DreamWorks?

Jerome:         After DreamWorks, I moved into the gaming industry over at EA. I worked on The Godfather game and Tiger Woods ’07. After that I worked at ILM but partnered with a company called LucasArts and led a crew doing the cinematics for the Star Wars Force Unleashed game.

Cogswell:     What are the differences between working on animation for film and then working on animation in a game?

Jerome:         The biggest difference between working on animation for film versus a game is that when you’re making an animation or film, you’re basically creating content that’s going to eventually turn into a set of images and sound that’s going to play in the theater or in front of an audience. But when you’re making a game, you are working on a living, breathing piece of software. So the artist by definition – because they work very closely with the engineering team so that the games can function – have to be people with some technical chops in order to work in those environments.

Cogswell:     What class are you teaching this semester at Cogswell?

Jerome:         I’m teaching an introduction to Python scripting, a programming language that has become an industry standard in the gaming and animation communities. Every art creation tool that we use here at Cogswell has some type of scripting language that’s layered on top of it. It becomes important for artists to be able to program or write small scripts in order to be efficient with their work. It’s very technical.

Cogswell:     Proficiency in these languages sounds critical.

Jerome:         Yes, it is a critical skill. If an artist shies away from doing some minor scripting to fix an issue, then it slows things down while you wait for someone else to do it for you. That’s the difference between the artists who are very effective versus those that aren’t. That’s why I say that this school is uniquely positioned because it has project-based learning where this happens naturally while the students are in school instead of having to learn it when they start working.

Cogswell:     We’ve touched on some of this, but let us ask you these specific questions. What are the specific differences and the challenges between working on a film and working on a game?

Jerome:         On a film, you can fix almost anything because at the end of the day if you have to paint each frame by hand, you can. On a game, it really has to work. And it not only has to work from one camera viewpoint, it has to work from all camera viewpoints because the camera can move around. This creates a whole other level of complexity. In addition, games have to be fun and run fast, right?  You have to process so much information in real time. With a film or animation, you can render overnight or for several days. You can’t do that in a game. It has run on a person’s phone. It’s a living, breathing, piece of real-time software.

Cogswell:     Some of the game schools might have a two-year degree or some type of certification versus an actual degree. What are your thoughts on that?

Jerome:         I think this boils down to the general education classes that naturally come with a Bachelor’s degree.  I had a senior development director at Electronic Arts who I had asked to look at some curriculum tell me, “Wow, the most interesting class here is this English class or this speaking class where students get the opportunity to get up and speak,” because you can want to design a great game, but if you can’t communicate that to anybody, then where does that leave you?

Cogswell:     Lastly, a lot of people reading this will know you from SIGGRAPH. What will you be doing for 2014?

Jerome:         I am going to chair the animation festival at SIGRAPH for 2014.

Cogswell:     Jerome, thank you for taking the time to speak with is at such length. We are all truly excited that you are on board at Cogswell!

Demand for Software Engineers Keeps Climbing

Monday, January 28th, 2013

The Bureau of Labor Statistics projects a 30% job growth in the coming years for software engineers and the Silicon Valley and San Francisco Bay area are one of the best places to find a job.

An article in InfoWorld Tech Watch a few months ago analyzed the job and salary outlook for software engineers. Read the piece and learn more about which companies offer the best salaries and which other areas in the country are a great place to look for a job.

Engineering programs at Cogswell College provide hands-on experience working with faculty in small groups in an environment that focuses on learning while blending theory and practice. The College offers a degree in general Software Engineering and a Digital Arts Engineering degree for those programmers more interested in working in the video game and film industries. Check out our Bachelor of Science degrees to find the best one for you.

Programmer’s Words to the Wise

Monday, January 21st, 2013

Found this collection of words of wisdom from Barry Boehm’s retrospective of the past 50 years of software development and thought it might help our software engineers and digital arts engineering students. The piece has been somewhat edited and expanded by William Payne, a Data Science Engineer & Quantitative Software Developer.

Some of the topics covered are: Skepticism and Critical Thinking, Flexibility and Craftsmanship, Clarity and Communication and Total Commitment to Quality. Lots of food for thought.

Anything you would add?

What if Assassins Creed was a Text Adventure?

Wednesday, January 16th, 2013

Gamers – try this trick to get to help you get to the essence of your project – instead of action, turn your game concept into a text adventure. Writer, Christopher Livingston, recently did just that for PC Gamer.

What do you think of his attempt to turn Assassins Creed into a text adventure?

Robots Programmed to Have Fun

Monday, January 14th, 2013

Lots of blood, sweat and tears – well, maybe only figurative tears – went into taking these working robots from concept to operational models. No cute little Lego bots here meant to challenge each other to duels – these were ‘industrial’ tools meant to be workhorses. Each of the 4 teams put between 50 to 60 hours outside class into their creations.

The assignment sounded simple on paper – make a robotic device that would assemble something you would expect to find in a toy store – but proved to be much more challenging in reality. Not only did students need to come up with an idea but they had to create the code that would actually drive the robot’s actions.

Team 1 – Kyle Masters-Gutierrez and Ryan Lee wanted to work on a project that offered a challenge but would also be something they could complete within the time constraints. They decided to create a bracelet maker. The robot had to coordinate a wrist-measuring mechanism then spin the nylon bracelet to that size. One lesson they quickly learned was to make sure the measurement was taken at the hands widest point rather than at the wrist so they bracelet would fit over the hand.

Team 2 – Edward Hartwig and Zach Childers devised a robot to make Bristle Bots – clever little toothbrush heads that danced across the table. They saw one on YouTube and decided that’s what they wanted to do. Coming up with a project idea was the easy part. Developing a working model – not so much. Figuring out how to get the tiny circuit board onto the toothbrush head proved to be the biggest challenge. They finally settled on pre-gluing each circuit onto a board so the robot dispenser could attach the tiny piece to the toothbrush head.

Team 3 – Luis Villavelazquez and Chaozi Tan tried out a few ideas and settled on a robot that would feed aluminum wire into an arm that would then bend it into 2D shapes. Their first idea was to have a robot make walnut shell boats but decided that project would require too much precision and they wouldn’t make their deadline. Learning to work effectively as a team was the most important lesson these two felt they gained from the exercise.

Team 4 – Michelle Washington’s teammate dropped out of the class after it was too late for her to join another team. She brought the project to life but not without a lot of help from her classmates. She was grateful for the support everyone gave her as they offered ideas and suggestions on how to make her robot build the toy car that was the basis for her project. A water bottle was positioned on a board that lifted the bottle and then pushed wheels into place.

While the class was rigorous, the students all felt like the time they put into it was well worth the effort.

Check out the YouTube videos of the projects. Click on the Engineering Playlist.

Top Funding Trends for Startups in 2013

Friday, January 11th, 2013

Piles Of Money by Talia FelixUnless you can self-fund your new venture, you will need to find funding to get your startup off the ground.

Startup.com shares its insights into what to expect in 2013.

The Art of Creative Coding

Monday, January 7th, 2013


PBS recently ran a segment on it’s Off Book web series that explored the intersection of art and programming. Since this is Cogswell’s area of expertise, we thought this video could be a launching point for further discussions on the topic.

Let us know what you think.

Short Videos for Entrepreneurs Offering 60-Second Solutions

Friday, January 4th, 2013

Guy Kawasaki shared this article from Entrepreneur Magazine on Twitter last week and we thought our Entrepreneurship degree students might find these insights helpful. While business issues can’t really be solved in 60-seconds, they can help you pivot in a new direction. Check out Cogswell College’s Twitter feed for other interesting retweets.

Sound Design Exercise to Help Hone Skills

Thursday, January 3rd, 2013

Here’s an interesting idea to help Sound Designers build their mood-setting skills. Social Sound Design is a Q&A site where Sound Designers come together to help each other.

What do you think about his sound track?