oh man what have I done, long post.... Dream program, art focused would be centered around the idea of building a strong foundation in the first two years, then in the later 2 years focus classes and assignments as actual game development, and assignments are assets to be built. In addition, reviews and accountability need…
Good point, mats effect. As far as the specializations go, what do you think is the most effective way to structure them? Model it on the industry and go by things like Modeler, Rigger, Animator etc.? Where could those specializations combine for it to be most beneficial (for example, Modeler specialization has a lot of…
I feel like there needs to be more options for students to focus. On my degree there was still quite a wide range of required modules even in the final year so you might want by that stage want to focus on environment art but still have classes about character animation etc.
The course I did was very well structured and enabled you to 'grow' into the role you would want to be. The first year was mainly an introduction to core elements, 2D,3D,animation and design, which was then supported by the written assignments which were targeted towards the industry and professionalism. The second and…
I would prefer a 3 year degree really. -1st year focus on art foundation(colour, lighting, texture, composition etc) and the basics of 3d and 3d modelling in an industry standard app. -2nd year focus on specialisation and have modules where students can try out some specializations(modelling, animation, texturing and ui…
Agree 100%. Besides, since our fictional degree is 4 years, personally I think it's really important that there's at least 2-3 courses on the more technical side in the first 2 years so that if I really liked those courses, I can specialize in that area over the last two years, and even if I didn't have an affinity for the…
In the first semesters a trong focus on traditional art - definitely needs life drawing, color theory, art history. Then some intro classes to 3d which introduces you the games pipeline and the art pipeline in particular so you know the work environment. Then some classes introducing basic tools and different types of…
loaded question. Of course anyone who is GOOD is in demand. No argument here. But let's just look at a real college - you deal with kids who often have no clue about the industry, and sometimes not even about art. Their future career lies, for most of them, in art. Most will go on to become artists, lead-artists, art…
As far as I know CS teaches you stuff about bits and bytes, algorithms, data structures (for programming), object oriented programming and stuff like that. Dealing with real world issues, how to use Perforce or Subversion to get your asset uploaded, how to map that Network drive with the texture library, how to share that…
A lot of assumptions here. My answer to you is: If you don't try, you wont ever succeed. And about this, i'd take selling a million copies on the app store over getting hired at any AAA company any day of the week.