November 8th, 2013
According to Peter Diamandis, X Prize Founder and Cogswell College Board of Director member, in this interview in Popular Mechanics, a true breakthrough requires taking extraordinary risk. The question is: Where in our society do we try crazy ideas? Large corporations and government research projects used to the source of innovation but over the last few decades they have lost the will to take these risks. This is where X Prize steps in and encourages intelligent risk-taking.
He says, “If you can’t measure something, you can’t improve it. And I believe that this next decade will have fundamental breakthroughs in the ubiquity and capability of sensors.” He sees breakthroughs in human health as well as improving the quality of our oceans and atmosphere and incredible potential in solar power.
Diamandis believes that technological advances have the ability to improve the standard of living for everyone on the planet.
What do you think have been the most impactful technologies of the past two decades?
November 7th, 2013
Complete with field recording examples, in this article in Designing Sound, Sound Designer, Richard Gould, discusses the five creative considerations he employs when approaching field recording sessions. He says examining these considerations in light of work in progress, “have helped me consider the vast possibilities when I’m creating and capturing sounds.”
The five considerations he discusses are:
- Shifting Perspective
Gould also talks about the four developmental stages his inner-ear went to become a better field recorder:
- Listening for interesting sounds in relation to context
- Listening for interesting aspects of a sound, regardless of context
- Listening whilst considering the possibilities and later altering sounds to make them interesting
- Conceptualizing interesting sounds in my head and creating the conditions to replicate that sound
He explains his creative philosophy as follows, “I find that the more I approach field recording as an art form, with elements of improvisation and performance, the more rewarding the process becomes.”
Which of these considerations do you think will be helpful in your sound design work?
About Richard Gould
Hailing from England, Richard Gould studied sound and music in the United States at Berklee College of Music, focusing on audio for film and games. He has worked on numerous indie game and film titles in a number of capacities and loves to explore the ways in which music and sound can tell stories. Richard Co-Founded the Berklee Sound Design Network and Hexany Audio, an audio post-production company.
November 6th, 2013
Cogswell College is pleased to welcome award-winning game designer, artist, writer and creative director, Brenda Romero, to campus on Thursday, November 14. During this student only event she will be giving her IndieCade talk entitled: “Jiro Dreams of Game Design” from 12:30 to 1:30 in the Dragon’s Den.
During her presentation, Brenda will talk about the traits that three-star chefs share and the lessons game designers can learn from them. From early on in the careers, three-star Michelin chefs – a rarified 106 in the world at present – have a nearly tyrannical hold on their kitchens. They insist on perfection in every ingredient, in temperature, in presentation and in accompaniment. From the first to the last impression, every part of a perfect culinary experience is an obsession so many chase and so few achieve. Interestingly enough, it is something they do because they are driven to, not for money or fame, but because of the pursuit of perfection itself. It is a passion many of us share and struggle to achieve in a world where shipping a game often means compromising on our ideal vision.
About Brenda Romero
Brenda entered the video game industry in 1981 at the age of 15. She is the longest continuously serving woman in the video game industry. Brenda worked with a variety of digital game companies as a game designer or creative director, including Atari, Sir-tech Software, Electronic Arts and numerous companies in the social and mobile space. She is presently the Program Director for the UC Santa Cruz Master’s in Games + Playable Media and the Co-founder, Chief Operating Officer of Loot Drop, a social and mobile game company. Brenda serves on the advisory board of the International Center for the History of Electronic Games at the Strong Museum of Play and also works with John Romero and The Romero Archives to record game designers discussing their game design process for historical archiving.
She is the recipient of the 2013 Women in Games Lifetime Achievement Award awarded by Microsoft and previously was a nominee in Microsoft’s 2010 Women in Games game design award. Romero was also named one of Forbes “12 Women in Gaming to Watch” in 2013 and Woman of the Year by Charisma+2 Magazine in 2010, one of the top 20 most influential women in the game industry by Gamasutra.com in 2008 and one of the 100 most influential women in the game industry by Next Generation magazine in 2007. Nerve magazine also called her one of the 50 artists, actors, authors, activists and icons who are making the world a more stimulating place.
November 5th, 2013
National Gallery Ident Project
In this detailed video tutorial, Disney Artist, Sherm Cohen, shares seven hidden patterns of successful storyboards. Sherm Cohen is a cartoonist, writer and storyboard artist. He got his start in animation at Nickelodeon on The Ren and Stimpy Show as a character layout artist, followed by a three-year stint on Hey Arnold as storyboard artist and director. In early 1998, Sherm Cohen was invited by SpongeBob’s creator Steve Hillenburg to be part of the original SpongeBob SquarePants crew as a writer, storyboard artist and director.
Cohen uses lots of examples to illustrate the ‘language of films’ and how to make the best shot choices by following patterns.
What tip will be most helpful to you?
November 4th, 2013
We often hear about the great job prospects for software engineering grads but according to this article in Dark Reading by Gunter Ollmann, many new grads are finding the scope of those jobs limited by their lack of real-world experience. Mr. Ollmann says that the crux of the problem boils down to colleges missing two critical educational opportunities:
- In most colleges students predominantly work on individual assignments rather than collaborative projects.
- The vast majority of assignments require students to create code from scratch instead of working on code written by someone else.
Project-based learning is a hallmark of a Cogswell College education. Students have numerous opportunities to work in teams of artists, animators, audio specialists and software engineers and gain the experience they need to become a valuable asset to future employers.
November 1st, 2013
A quick search of books found on Amazon dealing with the subject of Organizational Behavior produced an astounding 19,200 results. Entrepreneur, Trevor Blake, in this article in FastCompany has boiled down much of what he thinks you need to know to build a successful company and condensed them into three basic concepts.
Step 1 – Figure out what your business contribution to the world is going to be
Step 2 – Make your work environment a place you want to be
Sept 3 – Don’t forget the little guy when your company begins reaping the rewards of success
What do you want the organizational culture of your company to be?
October 31st, 2013
Billboard looked back over several decades and created a list of their staffs’ picks for the 10 best Halloween songs to add to your party playlist.
The list contains some – of course – titles like Michael Jackson’s “Thriller” but also some lesser known titles like Rob Zombies’ “Dragula.”
What would you add to the list?
October 30th, 2013
Cogswell College will host artist, author and animation industry resource in one of his FORCE Drawing Workshops. The event is only open to Cogswell students and limited to 50 participants. Sign up in The Pulse now because spaces are filling up fast.
Date: Saturday, November 9
Time: 2:00 – 6:00PM
Place: Dragon’s Den
The workshop centers on Mattesi’s new approach to drawing based on the FORCES found in the figure and how they coincide with gravity. Any artist could use this concept of drawing but the animation industry has most used the technique due to its many parallel concepts in animating.
Mattesi has contributed his skills as a professional production artist on many award-winning projects. A brief client list includes Pixar, Walt Disney Feature Animation, Walt Disney Consumer Products, Marvel Comics, Hasbro Toys, ABC, Microsoft, Electronic Arts, DreamWorks/PDI, The School of Visual Arts, Peking University, Art Center, Nickelodeon and LeapFrog.
October 29th, 2013
Paper Cut Out Animation
If you’ve ever wondered how animated films are made, the National Film Board of Canada took a neat look at a few of the many techniques that animators use to create their special brand of art. While some of the techniques are more widely utilized than others, the variety definitely gives artists the chance to share their message in a way that expresses their individuality.
Some of the techniques covered in the article include:
- Animated drawing
- Paper cut outs
- Drawing & etching on film
Do you have a favorite technique?
Pinscreen Animation Technique
Animated Drawing Technique
October 28th, 2013
In this short video clip from Devsbuildit, David Kim of Animoca discusses his company and how developers can stand out from the rest of the crowd. Some of his tips include:
- Even though we operate in a global marketplace, your global needs a local focus.
- The best indicator of success is to know your audience.
- The industry has seen an attitude switch from just ‘getting eyeballs on your game’ to ‘how do I make money.’
- He has seen a tendency for companies to rely on their brands’ popularity rather than the quality of the product being developed.
What do you think is the most important thing you can do to make sure your intended audience finds your game?