Archive for the ‘Inspiration’ Category

Quick Chat: Cogswell’s Assistant Professor Jonali Bhattacharyya

Friday, March 20th, 2015

Randi Altman’s Post Perspective Interviews Cogswell’s Assistant Professor Jonali Bhattacharyya

As the saying goes, “Necessity is the mother of invention.” This is a lesson the students in Cogswell College’s Digital Art & Animation program learned recently. When borrowing animation rigs for classes outgrew its usefulness, students were tasked with creating 3D animatable rigs for 12 original digital characters. They called this Project Avatarah. Assistant Professor Jonali Bhattacharyya and her students have now made these rigs, available free to the public, through open source.

We reached out to Bhattacharyya to find out more about Cogswell, her classes, how she helps prepare her students for the real world and how Project Avatarah came about.

Can you tell us a bit about your job?
I teach character animation — from introductory to advanced level — quadruped animation, game animation and animation portfolio. If I had to describe teaching in one word, that word would be “rewarding.” It’s a really great feeling to see our students have successful careers. In training the next-geneation of animators I use my industry animation background and my experience as a zoologist to guide them in techniques, skills and preparing demo reels.

What do students learn within the program?
Digital Art and Animation at Cogswell College offers three major concentration areas: 3D Animation, Entertainment Design, and 3D Modeling. The coursework bridges traditional and digital arts classes and includes components of theory, production, and general education. Digital Arts and Animation project classes provide many opportunities for collaborations with other programs at Cogswell, including Digital Audio Technology and Digital Arts Engineering. The Portfolio classes provide a format for bringing together all of the elements of the concept-to-delivery pipeline as students collaborate on multidisciplinary teams to complete real-world projects.

What’s your background, and how do you use your past experience as a working animator in your teaching?
I have been teaching animation for over six years. Before that I worked as a zoologist, then an animator in games (Secret Level/Sega, Factor 5). I worked mostly on platform games, including such titles as Iron Man, Golden Axe and Marvel Ultimate Alliance II. After working on game animation, I felt inspired to help the next generation of animators and give back to the animation community. I felt I had a lot to offer, and I didn’t want to regret that later in life.

I started by teaching as an adjunct professor. Initially I wasn’t sure if I’d even like teaching, but like I said, it’s very rewarding, and once I got into teaching there was no turning back. My perspective in teaching is very practical, and up-to date with the industry. I give importance to traditional fine art skills as much as animating in Maya. For me, being an animator is all about dedication to the craft, and that comes with patience, perseverance and love for animation, and that is what I want to build in my students.

What inspired Project Avatarah?
Project Avatarah was born based on a need our students had. Until now, Cogswell College didn’t own any original 3D characters, and to teach our rigging and animation classes we had to borrow rigs from other outlets. With Project Avatarah we created a set of 12 rigs, covering all our animation and rigging classes. Our characters were designed, modeled, textured and rigged in-house.

Students from across disciplines were chosen to work on this project based on their expertise and they in turn got to use these characters for their graduation portfolio. Today, our classes benefit from having a variety of rigs that cover the needs of our class assignments and difficulty level. We created characters from quadrupeds to bipeds to primitives, all designed to fulfill the needs of our curriculum. The main goal of Project Avatarah is to have our students graduate with work that has its own identity.

And you are now making these available for the general public?
There are plenty free rigs out there, but not many meet the quality that we offer. Our rigs are free, built to professional quality, created under supervision of our faculty with industry background. We recently released one of our characters to the general public, Cogswell’ the Dragon. Cogswell is available to download from our website.

In the near future we plan to release more rigs to the public — this isn’t a project that only benefits Cogswell students, this is for all animators, students and professionals alike, who need good quality rigs for their portfolio.

See the full article at Post Perspective.
March 13, 2015

Cogswell College welcomes Wajid Raza, a Lighting Technical Director at ILM

Wednesday, March 18th, 2015

COGSWELL COLLEGE TO HOST WAJID RAZA, A LIGHTING

TECHNICAL DIRECTOR AT INDUSTRIAL LIGHT & MAGIC,

FOR SPECIAL GUEST LECTURE MARCH 25TH

Sunnyvale, CA, March 16, 2015 — Cogswell College, a leading educational institution offering a unique curriculum of Digital Art & Animation, Digital Audio Technology, Game Design & Development, Digital Media Management, Engineering, and Entrepreneurship & Innovation, will host Industrial Light & Magic (ILM) Technical Director Wajid Raza for a Special Guest Lecture. Karen Keister, Cogswell’s Program Director and Assistant Professor in the school’s Digital Arts & Animation Dept., made the announcement. Keister’s department regularly features one guest speaker each semester who has prominently established him/herself within the entertainment and digital arts industry.

The lecture, entitled “The VFX Pipeline,” will take place on Wednesday, March 25, from 7:30-9:30pm in the Dragon’s Den Theatre on the Cogswell College campus. Raza will discuss how the work of each artist on a large project fits into a chain of complex tasks that, when brought together, will create the ultimate visual effects. He will also cover how a visual effects studio is structured and what contributions are made by each of the studio’s different departments.

ABOUT WAJID RAZA:

Wajid Raza is currently working as ILM’s Lighting Technical Director on the upcoming Marvel Entertainment motion picture “Avengers: Age of Ultron” (2015.) He first joined the renowned and multi-award winning visual effects company Industrial Light & Magic in 2009 as part of its technology group. Since then, he has worked as an Assistant Technical Director, Production Engineer and Technical Director on many of ILM’s tent-pole projects. Raza was an integral part of the team behind the Academy Award winning film “Rango” (2011) and the Academy Award nominated film “Star Trek Into Darkness” (2013.)

For the film “Rango,” Raza wrote software for the Layout Team and served as a Final Layout artist to bring the director’s vision from concept art to digital 3D scenes. He helped troubleshoot issues in a newly developed monolithic-process for working in multiple shots at the same time. One of the tools he wrote for Layout enabled them to create specialized cameras for the locked-off static shots in the movie. This technique enabled the addition of a “micro-float” treatment to the CG cameras, so their movements mimicked real-life camera movements.

Similarly, for the movie “Star Trek Into Darkness,” Raza led efforts in developing new software and production workflows tailored for the film. He helped set up a distributed fracture system pipeline that was employed in key scenes.

Raza is a graduate of Savannah College of Arts and Design (SCAD) where he received his MFA. Earlier, he completed his BS Degree in Computer Science from Government College University in Lahore, Pakistan, the city in which he was born. Currently, he is a resident of San Francisco.

WAJID RAZA’S CREDITS WITH ILM:

2015 “AVENGERS: AGE OF ULTRON” (currently in production) – Lighting Technical Director
2014 “TEENAGE MUTANT NINJA TURTLES” – Production Engineer (Technology)
2013 “NOW YOU SEE ME” – Production Support (Technology)
2013 “STAR TREK INTO DARKNESS” – Digital Artist (Technology)
2012 “BATTLESHIP” – Assistant Technical Director
2011 “PIRATES OF CARIBBEAN: ON STRANGER TIDES” – ATD
2011 “RANGO” – Layout Artist

ABOUT COGSWELL COLLEGE:

Designed as a “fiercely collaborative, living laboratory,” Cogswell College is located in the heart of the legendary Silicon Valley in Sunnyvale, California. The school is a WASC accredited, four-year institution of higher education with a specialized curriculum that offers programs in Digital Art and Animation, Digital Audio Technology, Game Design & Development, Digital Media Management, Engineering, and Entrepreneurship & Innovation.

Numerous alumni of Cogswell College have secured prominent positions within the entertainment, videogame, technology, computer, animation, and motion graphics industries throughout California and beyond. Several of these alumni have established careers with such high profile companies as Activision, DreamWorks Animation, Disney, Electronic Arts, Pixar, and Microsoft Game Studio. Many other alumni have launched their own creative ventures.

Recent Cogswell alumni were members of the Academy Award-winning production teams which worked on the blockbuster films “Frozen” and “Life of Pi.” Some of the other well-known consumer projects to which Cogswell alumni have contributed include the feature films “The Boxtrolls” and “The Avengers,” and the popular videogames “Call of Duty: Advanced Warfare,” “Halo 4” and “Battlefield Hardline.”

Additionally, animated short films conceived and produced by Cogswell students have gone on to win prestigious awards, including those presented by the California International Animation Festival, the Colorado Film Festival, the Oregon Film Festival, the Miami Film Festival, the Philadelphia Film & Animation Festival, the San Jose Short Film Festival, and Canada’s International Film Festival.

Cogswell College is located at 1175 Bordeaux Drive, Sunnyvale, California, 94089. For more information, please call 1-800-264-7955 or visit: http://www.cogswell.edu/

# # #

Contact for Cogswell College:
Rachael Sass
Creative Services Manager
Sunnyvale, CA
408/498-5150
rsass@cogswell.edu

Media Contact for Cogswell College:
Dan Harary
The Asbury PR Agency
Beverly Hills, CA
310/859-1831
dan@asburypr.com

Project Anywhere

Friday, March 6th, 2015

Image from designboom.com

A student at ETH Zurich, Constantinos Miltiadis, has been working on a kit which challenges the limits of human physical presence within a space. Code-named Project Anywhere, it works by combining augmented reality and virtual reality to achieve communication and interaction through virtual space.

The project is controlled by a smart phone app that functions like a decentralized network. It communicates through the use of a cloud-based software and offers real-time regulation. Accompanying the app are 3D printed gloves with a special rubber-like filament cleverly titled, “Inteligloves.” They allow the user to interact fluidly within the virtual environment of the app. The gloves are also able to track palm orientation, in addition to finger movement, via six bend sensor sockets. What makes these gloves truly awesome is that you can print the main components of them with a 3D printer. Aside from a 3D printer, in order to assemble the gloves, you will also need an Arduino Mini Pro, Xbee radio module, inertia measuring unit, six bend sensor sockets, and a LiPo battery.

Even though the project is in it’s early stages, it shows much promise and importance to many fields including gaming, business and medicine.

See the project in action at the following link: https://vimeo.com/113398928

Tour at Zynga

Monday, February 23rd, 2015

Image source: www.adweek.com

There were dogs everywhere. Perhaps that shouldn’t have been a surprise to me after seeing the huge dog logo on the massive building, but it still caught me off guard in a pleasant way. Zynga also gave off this sense of happiness—just walking in, I could tell that the people employed by Zynga were pretty content with their environment. For those of you who don’t know, Zynga happens to be one of the largest and best-known mobile and social gaming companies in the bay area– you’ve probably also seen a few games of theirs on Facebook.

A group of four people and myself from Cogswell got the chance to visit Zynga from Women in Games International, a group formed for the purpose of providing women with support and opportunities in the game industry. While there, we got a tour of the studio, which included the exercise room, bar (yes, there’s a full bar) the candy room, and the Farmville rooms!

After the tour, we got to enjoy some h’ordeuvres and listen to a panel given by women leaders at Zynga. Some of them had been in the industry for quite some time, and a few originally hadn’t had any intention of going into games. Yet another one actually played WOW as a side hobby. (Yes!)

It was amazing to see Zynga up close. It was clear to see the passion that they had for their work. We also got to do a lot of great networking, and meet people working in the heart of the mobile game industry. It was an amazing opportunity!

Sierra Gaston

Jodediah Holmes and GXDev Award Winning Game Patchwork

Tuesday, February 10th, 2015


Q:Tell me about you. What’s your name? What school do you go to? What is your degree program? Frosh/Soph/Jr./Sr.? Are you a part of any clubs?

A:Hello! I am Jodediah Holems. You may recognize me from my personal brands: pajama pants and hubcap backpack. I am the Game Development Club president at Cogswell College, where I organize teams, give lectures, hold workshops, and kindle the growth of my fellow game friends. I am aspiring to become a professional weirdo, but at the moment I am only part-time. At Cogswell I’m under the Digital Media Management degree, and I’m a junior.

Q: What was the competition that you entered? How many participants were there (if you know)?

A: I recently participated in GXDev: Everyone Create’s Games, a 24 hour game jam put on by the GaymerX organizers. I’d say there were around 30 developers in attendance, figured from the ~10 games made by teams of less than 5 (there were two solo teams, I was one). The goal was to make a game in 24 hours from the theme “the stories that aren’t told.”

Q: What did you win???

A: I won in 2 categories: Strangest Game and Judge’s Pick. I got two lovely glass bricks, a DVD, and some other nifty digital gifts as a reward! I also got to feel very excited for a whole week. I still can’t handle it.

Q:Tell me about your game. What is it called? How does it play? What is the goal? How long did it take you to make? Did you create it by yourself or with friends?

A: My game is called PATCHWORK, and it’s a bit of a game soup. The official genre is “Tetris-Jenga-word-search-diary-entry-collect-a-thon”, and it is played with two people, two devices that can run an .html file, and ten painted pieces. One player builds a balancing building, searches for words, and enters found words into their device to read a selection of secret stories. The other player is in control of certain parts of the process, answering questions and assisting the player in such a way as to bend the outcome of the game to their will. Nobody knows how many secret stories there actually are, but it doesn’t matter. Some people choose to stop playing after the stories make them cry or laugh or feel.

Q: Where did you get the inspiration for the game? Is it based on anything?

A: My local art gallery was putting on a project where members of the community could buy oddly shaped wooden blocks, paint them, and bring them back to form one giant puzzle mural. I noticed that they were Tetris shapes and remembered that I was going to a game jam, so I asked if I could have a whole bunch. I walked out with ten. These pieces whispered “Hey, I really want to be in a game,” so I planned to fulfill their dreams. This merged with a couple of other ideas I had, those being:

  1. I really want to make a game that is played a little bit in a Gamemaker file, a little bit in a Twine file, a little bit in physical space, and maybe also over email or something.
  2. Oh yeah, this is a queer game jam! I should write the letters S, E, I, A, L, B, and N all over the backs of the tetris tiles. Someone may unwittingly spell LESBIANS. That would be humor.
    Those ideas all came together in a gallon pot for 45 minutes on medium-high heat, and emerged as PATCHWORK. They were all inspired by certain Big Ideas I’ve observed across games and games academia, but otherwise there were no direct inspirations.

Q: What programming did you do for the game? What languages did you use?

A: I do not know programming. I made the digital portion of this game in Twine, a program for making text-based choose your own adventure-type games. It is very easy to learn, I’d recommend you check out out! http://twinery.org

Q: What advice would you give to another student trying to enter a gaming, or game creation competition?

A: Do it. Participate in as many events as possible. Meet people. Run through every door.

Q: There’s something really intoxicating about games that have physical and virtual elements. Do you think there’s particular power in combining elements of both?

A: All digital games have physical elements, which is something I don’t think a lot of people think about. Your hands are always going to be interacting with a mouse, keyboard, controller, or other contraption. A really easy way to make a game that genuinely surprises people is to have that in mind, intentionally forming a physical something that isn’t a mouse, keyboard, or typical controller. It’s so easy to make something unlike anything your audience has ever seen, and that’s incredibly powerful!

Q: Here’s where I get super arty on you — do you think our lives are more physical or virtual? Or is the difference unimportant?

A: Ahhh, that’s a great question! When I hear “are our lives more physical or virtual,” I immediately connect physical to body and virtual to mind. There have definitely been times where I think “bodies are handcuffing my spirit to the earth. I’d be so much happier if I wasn’t weighed down with needing to sleep, eat, exercise, and perform for people. I just want to be a brain.” There are also times when I’m upset with my brain and feel the opposite feelings, but that happens less often.

The internet, as it exists on phones and computers and wires in our homes, very much fuels the idea of bodies as inconveniences. Chairs, mice, keyboards, controllers, and screens don’t respect our bodies. What is the point of the rest of me when I can lead a happy connected existence as a brain, a couple of fingers, and a pair of eyes? That’s why I think games with designed physical components are so powerful. Even if they still only require your brain, fingers, and eyes, doing it in a way that is new and interesting lets you know that someone out there respects your fingers. Someone out there understands the terrible sameness your fingers have to deal with every day. Someone out there wants you to experience your body in a world designed for your mind.

Q: What are your aspirations for the future?

A: I would very much like to ascend to the next mortal plane, but in the meantime I will make games and art and friends. Dismantle capitalism!

Watch a short clip of Patchwork on Vine at: Patchwork

Cogswell Alumni Work at Impressive Companies

Monday, January 19th, 2015

Recently, I’ve been researching Cogswell graduates to add to a contact list for an alumni reunion. I was pleasantly surprised and amazed at some of the names that cropped up—not only were there an impressive number of graduates working in the industry, quite a few held job titles like Lead Animator, CEO, Art Director, and even more still owned their own companies. Previous to doing this research, I’d had no idea they existed; and I thought I’d share their job titles as a resource to other Cogswell students.

In the Los Angeles and Bay Area regions, we have a number of alumni working at Disney, DreamWorks, EA, Sony Animation, Cryptic, Activision and other large, well known studios.  They are storyboard artists, technical artists, designers, animators, layout artists, riggers and hold tons of other positions. I was blown away to learn that, among others, one of our alumni is a Lead Animator at EA games. In addition, we also have alumni with positions such as: Art Director at Sony Animation Entertainment; Lead Lighter/Compositor at DreamWorks, Lead/Senior designer at Crystal Dynamics; Vice President of Production at Toonbox Entertainment; President/CEO at Logigear; Broadcast Designer at NBC; Supervising Engineer at Warner Brothers; and the list goes on. Alumni from all degree programs are talented leaders.

We are a very small college, and yet it seems we have a very large amount of alumni in comparison holding impressive positions within the industry. Most students aren’t even aware of the credits that our graduates hold. Personally, I feel like Cogswell College is a bit of a hidden gem in the Silicon Valley—not everyone knows that we’re here, but those who do find Cogswell know that they have stumbled across something unique.

~ Sierra Gaston
Digital Art & Animation student at Cogswell College

Star Thief Studio Animation & Interactive Book Teaser

Wednesday, January 14th, 2015

Star Thief Studio is one of several on-campus Project-Based Learning studios at Cogswell College. These studios mirror professional production studios and allow students to collaborate with their peers – whether they be artists, animators, technical artists, engineers and sound designers – to create outstanding large scale projects.

= ABOUT STAR THIEF STUDIO =

Star Thief Studio is guided by faculty with industry experience and student work is regularly critiqued by industry professionals. We are focused on creating engaging story-driven content in the form of animated shorts and interactive stories. Currently Star Thief Studio is working on an unannounced project which will feature a stand-alone animated short and an interactive version of the story, bundled together as an app for the iPad.

Our development artists work in a dedicated studio space and use everything from pencil, paint and clay to Maya, Zbrush, Mudbox, Photoshop, Renderman and Fusion. Much of our digital painting and sculpting is done on Cintiqs. Our engineers use tools like X Code, Flash Professional, and Maya, writing code in Objective C, C++ Maya API, Action Script, Mel Script and Python.

Star Thief Studio offers students the opportunity to be an important part of a major project that will deliver a great experience, film credit and professional quality content for their demo reel. The large group, project-based environment of Star Thief Studio gives students the opportunity to develop and exercise the skills needed to work effectively with a team over an extended period of time. Skills like communicating professionally, being a team player, taking initiative and learning to lead, as well as managing time-sensitive tasks and completing work within deadlines. In the end, students will have work for their portfolios which has been refined to an extremely high standard and used in a major animated and interactive project.

See more at: http://www.cogswell.edu/student-work/studioe.php
Andhttps://www.youtube.com/watch?v=UTv8U7n_cIg&list=PL9DCF83E90D3F20A7&index=1
Video created by Cogswell alumni and Cogswell students:
Rachael Sass
Andrew Long
Jose Hernandez

Happy New Year!

Thursday, January 1st, 2015

Art by Cogswell Student Jose Hernandez

Happy New Year!!! Did everyone make new resolutions? Did anyone actually stick with last years?

We made it to another new year and I, for one, am more excited than I have been in ages. New beginnings! New opportunities! New friends and more! I’m a bit more than halfway done with my bachelor’s degree here at Cogswell, and I can’t wait to get started on the new semester. I hope everyone has been enjoying their break, because I know I have. See you again soon everybody.  Happy New Year and stick to those resolutions!

Juan Rubio
Digital Art & Animation Student

Virtual Reality Sculpting

Tuesday, December 30th, 2014

Screenshot taken from: https://www.youtube.com/watch?v=jnqFdSa5p7w

Have you ever thought about sculpting using Virtual Reality technology? A new app called VRClay shows us how to do just that by allowing us to create 3D sculptures in VR. Using the Oculus Rift headset and a motion controller such as the Razer Hydra, we will be able to sculpt 3D figures using motions such as push, pull, drag and buildup. While the traditional method of using computer screens would still be ideal, a VR workspace would give us the ability to walk around and inspect the physical manifestation of our work. There is still no release date for the Oculus Rift, so it looks like we will have to wait a while before we can try this app.

Peter Gazallo

Merry Christmas!

Thursday, December 25th, 2014

Art by Cogswell student Jose Hernandez

Merry Christmas everyone! Hopefully you’re spending the holidays having a jolly old time with your friends and family. Remember, it’s not so much about the presents, but about the relationships and bonds you form and continue to keep throughout the year. Christmas is a time of year where we’re all reminded of those who love us, and those who are near and dear to us as well. So go have some eggnog, grab a mug of hot cocoa, roast some chestnuts, and spend some time with those who are important in your life. Have fun!

Juan Rubio