“The Current State of In-House Training” by Chuba, Gladstone, Nelson, Nicoll, O’Reilly, et al. …

  • ©Dan Chuba, Frank Gladstone, Randy Nelson, Robert (Bob) Nicoll, Kathleen O'Reilly, and Sande Scoredos

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    The Current State of In-House Training

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    From the early wonders of the spinning “zoetrope” to the mega-blockbuster “silents” of Cecile B. de Mille to modern cinematic classics, technological developments have expanded our capabilities for convincing storytelling. But there has never been a time when the pace of change matched what we’re experiencing now.

    The logic and constants of the entertainment industry pipeline are based upon production costs, timeline, and delivery, but now the completed components are executed digitally: compositing, game design, 3D animation, 3D modeling, character rigging, effects animation, texture and lighting, etc.

    As students move into the industry, we hope we have done our job as educators, inspiring them to be lifelong students always observing, exploring, and sharpening their craft. To that end we should pay attention to the ways in which various studios approach artistic and technical development in production staff. It’s a benefit all around to keep these people technically and artistically fit.


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