I was emailed this 2 days ago, it isn’t yet live on DePaul’s website. In the fall however there should be a whole new crop of students interested in the forum and specific to this field. Also any thoughts on the course lineup? Would be interested to hear feedback on here: Graduate Programs | DePaul CDM [The following is the email]
I?m happy to announce that we have a new graduate concentration that starts in Fall: the Technical Artist concentration in the Animation MA. It won?t be posted on the CDM website for a few more days, but I thought some of you may be interested in it.
The description and requirements are below. At the end of this email I?ve included a collection of recent job postings for game technical artists so you can get an idea of what the game industry is looking for (it?s a long list). This is a growing field of employment in the game industry due the increasingly technical nature of game art and animation, and people enter it from both programming and art backgrounds.
In Fall we?ll be offering the foundational course in the degree: ANI 446 Game Art Pipeline. It?ll be taught by Heinz Schuller, former Art Director at Day 1 Studios and a 20 year veteran of the game industry.
Let me know if you have any questions about the degree. It?s also available as a 5-year BS/MA combo.
Scott
Read more about the Technical Artist role in games and film:
Tech-Artists.Org - ?a community for technical artists in videogame and film development? http://tech-artists.org/
Interviews from the ?2011 Tech Artist Bootcamp? at the Game Developers Conference, organized by Jeff Hanna of Volition Studio (Champaign, IL). http://www.gamedev.net/page/resources/_/creative/visual-arts/tech-artist-bootcamp-and-interviews-r2818
?The Code/Art Divide: How Technical Artists Bridge The Gap? by Jason Hayes. Game Developer Magazine, August 2008. news
?Technical Artist Guidelines for Blue Fang Games? by Eric Chadwick. EricChadwick.com
MASTER OF ARTS 2012-2013
Animation
Technical Artist Concentration
The Technical Artist concentration prepares students for a range of roles, from the complex jobs of riggers, next generation modelers and motion capture artists to the hybrid specialization of the Technical Artist.
A game industry Technical Artist is an art department member who serves as a bridge between art and engineering. The art pipeline is the workflow of creating the art assets of the game: from concept to model to texturing to rigging to input into the game engine. The TA?s objective is to make the pipeline streamlined, efficient and documented. The TA diagnoses and debugs the technology used by artists. The TA specs tools that will help make the art department more productive, sometimes scripting the tools in the software and sometimes working with programmers to tackle more complex operations. The TA needs to understand the language of both art and engineering and act as a translator between the areas.
In the film and television CGI animation and VFX industries the Technical Artist is more commonly referred to as a Technical Director or Technical Animator. The TA in these fields shares many of the core responsibilities (pipeline, troubleshooting) and animation technical skills as the game TA.
The Technical Artist concentration is not solely for the person who wants to be a TA, since these disciplines are constantly evolving. It also prepares the student interested in technically demanding areas such as rigging, modeling and motion capture.
Technical Artists come from both art and programming backgrounds. It is recommended that someone entering the TA concentration have an undergraduate degree in one of the following areas: art, animation, game art, graphic design, illustration, game design, game programming, computer graphics, computer science, or interactive media.
COURSE REQUIREMENTS
Prerequisite Phase
ANI 230 3d Design and Modeling
ANI 231 3d Animation
Core Requirements
ANI 446 Game Art Pipeline
ANI 452 3d Scripting
ANI 453 Advanced 3d Scripting
ANI 444 Visual Design for Games
GAM 690 Game Development Studio I AND GAM 691 Game Development Studio II*
OR ANI 440 Collaborative Short Animated Film
*Students who take GAM 690 to fulfill their Foundation Phase requirement must take GAM 691 as one of their Technical Artist Electives requirements.
Technical Artist Electives
Students must take at least 5 courses out of the following choices. Students may take these courses before completing their Core Requirements courses. It is recommended that students choose their Technical Artist Elective courses in one of the following areas of focus: Rigging, Animation, Modeling, or Effects,
Rigging
ANI 430 3d Character Animation
ANI 432 3d Rigging
ANI 433 Advanced 3d Rigging
ANI 435 3d Character Modeling
ANI 450 Motion Capture
Animation
ANI 450 Motion Capture
ANI 451 Advanced Motion Capture Studio
ANI 430 3d Character Animation
ANI 431 Advanced 3d Character Animation
ANI 432 3d Rigging for Animators
Modeling
ANI 435 3d Character Modeling
ANI 436 3d Modeling Studio
ANI 437 Environment Modeling
ANI 439 3d Texturing and Lighting
ANI 438 3d Organic Modeling
Effects
ANI 478 3d Dynamics
ANI 479 3d Compositing
VFX 478 Digital Compositing II
DC 430 Visual Effects
Other Available Technical Artist Electives
GAM 690 Game Development Studio I
GAM 691 Game Development Studio II
CDM Open Electives
Students must complete any 3 graduate courses from the College of Computing & Digital Media.