Archive for the ‘Careers’ Category

Student Project Makes A Difference

Monday, March 1st, 2010

DeanSala

Cogswell College prides itself in providing students with the practical real-world learning opportunities and skills they need to be successful in industry. An innovative spirit is critical in the digital media and engineering industries and Cogswell focuses on preparing students to problem-solve and think as an entrepreneur. Cogswell graduates are unique in their ability to address the needs of society and employers by using a blend of science, technology and art.

Dean Sala graduated from Cogswell in 1994 with a Bachelor of Science in Computer Engineering. He returned to Cogswell and completed his second degree in Electrical Engineering Technology in 2009. He represents what Cogswell’s programs are designed to do – enable students to turn their dreams into productive careers.

Following, he describes his senior project:

1. Briefly describe your project.

My project is a portable solar powered generator that tucks away into in a small brief case. When you open it up, there is a large solar panel inside that can be unfolded to an 80 watt sized solar array. The device includes an AC inverter, 12volt DC power, LED indicators and power switches.

2. What was the inspiration behind developing this particular project?

Well, I have always had a passion for solar energy. I am very fascinated how light can be converted to electricity.  But my inspiration comes from long camping trips that my family and I go on every year with friends and where there is no grid power. I have a camper with 12volt batteries and it’s a challenge keeping them charged when out in the wilderness. You can start the vehicle’s engine to charge the batteries thus producing noise and eating precious fuel. I solved the problem when I installed a solar system I developed. I guess you could call it a mini, off-grid system. I thought why not build a small portable version of this system.

3. What challenges did you encounter in bringing it to a marketable stage?

We are still being challenged with the marketing stage. It is very difficult to know if your product will sell. You get caught up trying to decide whether to purchase more materials, put them together and take a chance that you can sell the product. How many should we make? How do we find customers? How useful is our product really? These are hard questions. I am an engineer not a marketing professional. But I am steadily becoming better at it. Luckily my business partner is better at this then I.

4. I understand that the project started as your Cogswell Senior Capstone project. Did you originally plan to sell a product based on the technology?

Yes, I actually had the product idea before I came back to Cogswell. I guess you can say this was an incentive to finish my second degree. The fact that I had already figured out a lot of the technical details before starting Senior Project I made the process easier but not simple by any means.

5. Tell us a little about the company you and your partner have formed and your plans for the future.

We are now about one year into this. Our company is in the business of providing portable solar power solutions and perhaps solar panels themselves. We can make our own custom high quality solar panels. I think these solar panels are our greatest asset.  They are different because they do not use glass. Instead, the panels use a special Teflon front sheet that is better than glass.

For now, we have taken a step back and decided to make a small product to get us off the ground quickly. We are currently producing a small, 5 watt, folding solar USB charger. With special circuitry, we have been able to charge many USB type devices like phones, GPSs, etc, including the iPhone and iPod!

Our big goal is to make small to medium-sized portable solar power generators that could be used for a variety of applications. One of which is disaster preparedness.

6. How do you feel running your own company?

I have been a software engineer for many years working for a big corporation. There have been good and bad times working in the industry. Although, our company has not made any money yet, I am very motivated. Failure is not in my vocabulary. Over the years many colleagues of mine have always discussed new ideas and products that could potentially form a new company. I am finally doing just that and loving it!

Please visit Suntactics for more info on the company’s future products.

-Bonnie Phelps, Dean of Institutional Advancement

Game Development Program Featured in Biz Journal

Wednesday, February 24th, 2010
Photo by Vicki Thompson

Photo by Vicki Thompson

Cogswell College proves once again that it is on the cutting edge of educating students for careers in the Game Development field. When the Silicon Valley/San Jose Business Journal needed information about how the video game industry is changing and the adjustments educators should make to prepare students for successful careers, Cogswell faculty, Albert Chen, had the answers.

Social networking, mobile devices and the internet have tremendously expanded the opportunities within the video game market. At Cogswell, students experience project-based classes that operate like an indie game studio in order to prepare them for the work environment they are likely to encounter.

Click here to read the article.

Profile of Executive VP Job at Global VR

Friday, January 29th, 2010

limaGreg Lima (class of 1999)
BA – Computer and Video Imaging

I am Executive Vice President of Gaming at Global VR’s east coast division where I invent and execute the creation of games of various casino game manufacturers. Not long ago, I patented a video poker game that was purchased by a major player in the casino industry.

One of the more rewarding parts of my job is the chance to be creative within such an exciting and fast-paced environment. I think the best lesson Cogswell taught me was to complete tasks with a production schedule in mind. It does not help in a commercial art setting to create innovative and imaginative pieces if they cannot be delivered. It is not profitable to create work without considering the time the project will take before you begin.

The interaction with faculty members at Cogswell was an important part of my experience. Thanks to the small class sizes, you get to know them pretty well. Some of them I still consider friends today.

I knew I wanted to be part of the video game industry since the time I received an Amiga computer in 1988. It was this computer that was responsible for a lot of the breakthrough CGI at the time. When I learned all that it could do, I was hooked on the Caligari-Ray and watching television commercials that used CGI.

Anyone entering this field needs to understand that formalized training is only 25 to 50% of the total package. One needs to be prepared to take what they learn day-to-day and apply the new skills every chance they get. This field demands total commitment.

-Bonnie Phelps, Dean of Institutional Advancement

Alumni Spotlight – Greg Reisdorf, Designer at Visceral Games, EA

Monday, November 30th, 2009

greg-on-dantes-inferno

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

Hi I’m Greg Reisdorf. I’ve worked at EA for 4 and a half years and I design levels at Visceral Games. Currently I’m working on Dante’s Inferno.

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

On a typical day I usually go through a process of coming up with an idea for an area in a level, implementing the idea, testing it to see if I like it and then making changes accordingly. Once I like the area I show it to my lead.

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

When I first started, I was surprised that there is no concrete way for making a game. The industry is still new, so the process for making each game is always different. There’s a lot of creative problem solving both on the design side and also how the design comes to fruition.

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

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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

600px-UnrealEd

 

 

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

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

code_art_fig1

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

What is it like to work as a CG Supervisor at Nickelodeon?

Monday, August 31st, 2009
One of Ernest's Characters

One of Ernest's Characters

Cogswell graduate, Ernest Chan (class of 1999) offers insight into his job and how to prepare if this is your career goal.

1. Company name, your job title, a brief description of your job responsibilities and how long you have worked there.
I work for Nickelodeon Animation Studios in Burbank, California. I’ve been with Nick since 2001 where I was a CG Animator on the series “Invader Zim.” In 2005 I was promoted to Post Production CG Supervisor where I supervised two animators. The group has since grown to four animators and a production assistant.

2. Can you give an example of what you might do on a ‘typical’ day?
Most of my day is spent approving shots, providing feedback to my animators, going over schedules and budgets. On some days I have review sessions with directors to go over the shots they want fixed. Sometimes I need to break storyboards down, watch an episode’s animatic or go to storyboard pitches. When I can I try to squeeze in the occasional shot for me to work on.

-Bonnie Phelps, Dean of Institutional Advancement

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