Archive for the ‘Digital Media Management’ Category

Michal Makarewicz, Directing Animator at Pixar Studios Coming to Cogswell

Monday, November 17th, 2014

Cogswell Career Development Center Presents: Michal Makarewicz
Wednesday, November 19th
6:00 PM
Dragon’s Den

Have you ever wanted to see an industry professional do an animation demo? Ever wonder how to develop your project? Cogswell College hosts Michal Makarewicz today to answer your questions and more.

Michal Makarewicz, Directing Animator at Pixar Studios and Instructor at Animation Collaborative, will provide an hour-long animation demo at Cogswell. Whether you are new to animation or more experienced, Michal offers tips and techniques for developing your animation project. The presentation is in partnership with Animation Collaborative – an organization that offers workshops throughout the year on various animation industry specialties.

IGDA (International Game Developers Association) Meeting

Wednesday, November 12th, 2014

Cogswell Presents: IGDA (International Game Developers Association) Meeting
Wednesday, November 12th
7:00 PM – 9:00 PM
Dragon’s Den

The Silicon Valley chapter of the IGDA (International Game Developers Association) will be meeting on-campus at Cogswell on 11/12 in the Dragon’s Den at 7 pm. PlayPhone will demo integration of the Android SDK into a game and discuss why PlayPhone’s carrier gaming network is the essential addition to traditional publishing channels to maximize discovery, engagement and revenue.

More on PlayPhone:

PlayPhone is the world’s premier mobile social gaming network. Our social gaming platform enables mobile carriers to easily offer their customers a leading edge, personalized gaming experience with the most advanced social gaming features available today. PlayPhone reaches more than a billion mobile subscribers worldwide via game stores live on Verizon, Sprint, SingTel, Telkomsel, Vivo, Claro, TIM, Virgin Mobile, Mobily and Boost Mobile ­ with more carriers coming soon. In addition, PlayPhone lets game developers launch games globally and access carrier billing for all game stores plus a complete toolbox of social and monetization features using a single integration SDK. PlayPhone’s Android, Unity and HTML5 SDK is less than 100KB and takes about an hour to integrate into games.

Additional sponsors: Five Leaf Clover, Mary-Margaret Network.
http://www.playphone.com/

Cogswell Presents: Nye Warburton

Thursday, November 6th, 2014
Cogswell College Presents: Nye Warburton
Cogswell Presents: Nye Warburton
Tuesday, November 11th
12:45 – 1:30
Dragon’s Den

Students!
Do you find yourself starting projects that never get finished, or find yourself swimming in awesome ideas and never do anything with them? Come see Nye on Tuesday to learn how to…

Finish it! How to take your creative ideas and finish the project.
Tips from the industry. How to go from idea to final film, or final game, or whatever you are building. A little bit of project management, a little bit of creative advice and a little bit about the business and how to get your work out there.

About Nye:
Nye Warburton is an animator, cartoonist, game designer and artist. His graduate thesis film, Magnetism, landed him in the Los Angeles animation industry in 2004. He spent a decade at studios like Electronic Arts, Sony Imageworks, Fox, Blur, Proof, Digital Domain and  The Third Floor. He has worked on 30+ high budget films including Monster House, Thor, Battleship, Men in Black III and Oblivion. He has had development deals with Fox Animation and Comedy Central, as well working on several independently funded animation and game projects.

Nye currently works as a creative director for start ups, out of his office space in downtown Los Angeles. Visit him online at http://nyewarburton.com

Student Entrepreneurs Open Student Store

Friday, February 21st, 2014

Dashiell Sarnoff and Jeffrey Efting talk about their student store project.

While Cogswell makes sure our students understand the theory and fundamentals behind what they are doing, its main focus is on giving students the opportunity to put that theory into practice through project-based learning. Dashiell Sarnoff took the “Basic Building Blocks of Entrepreneurship” class and decided his class project would be to open a student store called, “The Cogswell Armory.” After Jeffrey Efting took the class and became a partner in the project.

From its humble beginnings in a corner of the Associated Student Office, then relocated to a storage closet, the store now has its own room. Listen in to this short video as Dashiell and Jeffrey share what they learned in the process in this short video. Listen in as they talk about the decisions they made to take the store from a tiny corner in the ASB office to a room of its own and the things they needed to consider to make it work.

Check out the Armory’s Facebook page for the latest news.

Backstage Lists Six Great Digital Art Schools

Wednesday, February 12th, 2014

Student team working in Studio E where they are creating a short animation based on a story along with an interactive book version for mobile platforms to deepen the reader’s experience and further immerse them in the story.

An article in Backstage advises actors that developing their ability to create content is a must.  Cogswell College is one of the 6 schools the publication recommends.

With Cogswell’s focus on collaboration and project-based learning, plus strong programs in animation, audio and digital media management, the College is a great fit for performance artists wanting to build their content creation toolkit.

Ultimate Guide to Startup Marketing

Friday, January 17th, 2014

Cogswell’s curriculum has a strong emphasis on entrepreneurship and helping our students develop the skills they need to build a successful enterprise.  The College offers a degree in Digital Media Management and focuses on entrepreneurial thought, customer discovery, project management and business practices within the expanding marketplace of digital media.

One of the skills that receives lots of attention is how to market your startup. We found this helpful slideshare presentation that walks you through the basics. The offers tips for choosing a market, defining keywords, setting core metrics, choosing social media networks, creating social media content, measuring against benchmarks and much more.

Click here to learn more about our Digital Media Management program.

Effective Workflow Tactics for Remote Clients and Collaborators

Thursday, January 9th, 2014

Working on a remote team to complete a project is now the norm rather than the exception. In this article in Designing Sound contributed by Michael Schiciano of Skitch Studio, he shares his insights into working collaboratively and how to avoid some of the logistical challenges that can crop up.

Points covered in the article include:

  • Establishing the Vision and Scope of the Project; Whenever I had issues coming up with ideas in the middle of a project, a very likely culprit was simply not doing enough communication early enough in the project.
  • Detours and Changes; Sometimes these are messaged down from a client.  Other times they are discovered as part of the work itself.
  • Getting the Names Right; Another area you’ll want to make sure gets addressed during the middle of a production are the simpler, smaller details of effective naming conventions.
  • Making the Delivery; The final stages of a project will bring forth another wave of heavy communication, most notably focusing on the details of the submission process.

If you have collaborated on a project remotely, what did you learn in the process?

What Does the Game Design Manager Say?

Tuesday, December 3rd, 2013

Screen shot from the video.

At Cogswell College we focus on learning by doing. While we don’t ignore the theory and principles behind a process, we don’t feel the learning is complete until you’ve actually undertaken a project and put the new skills to use.

The Fall Semester ‘Project Management’ class had to break up into teams and then develop promotional materials that would introduce people to one of Cogswell’s majors. The goal of the mid-term project’s assignment was for the collateral developed to interest people in becoming students at Cogswell. In order to successfully complete the project, students had to organize, assign tasks, set up a timetable, deliver the project and then evaluate their results.

“I wanted the finished piece to show the pride they take in their education, why they are excited about what they are doing and what they are about as students,” said Albert Chen, faculty for the class. “The assignment definitely reinforced the skills they learned during the class.”

This short video highlighting Cogswell’s Digital Media Management degree program and its Game Design & Business Modeling major was completed in two weeks by a team of six students. The students who worked on the project are: Vincent Velo, Andrew Traxler, Eric Tran, Frank Maddox, Oleksandra Keehl and Halsey Herms.

Games Made by Committee – Oh, My!

Tuesday, November 26th, 2013

Here’s a humorous look at the way a game design plan put together by a committee might pencil out. Apparently, the old adage that too many cooks in the kitchen spoils the stew, also applies to other things in life – including implementing the amazing game design you first envisioned.

Maybe if they had gone through Cogswell’s Digital Media Management program majoring in Game Design & Business Modeling, the game might have come together differently.

Have you ever designed by committee? How did that project work out?

Supercell Embraces Failure

Friday, November 22nd, 2013

It’s time to uncork the champagne – not because the company has released another wildly successful mobile game – but because one of their mobile apps failed. The company is responsible for “Clash of the Clans” and “Hay Day” but has also had games that haven’t been as successful.

“We don’t pretend failing is fun — people dedicate their lives to gaming production and sometimes the products get killed — but we get so much from that failure. We analyze and talk about what went well and what didn’t. We pop a bottle of champagne to celebrate what we learned,” said Supercell CEO Ilkka Paananen in this article in Mashable.

In addition to the company’s quirky attitude about failure, it also fosters numerous ways to encourage creativity and innovation within its employee ranks.

What lessons would you like to implement in your business?