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Os cursos do termo de outono já começaram, mas a CGMA não desiste de dar aos seus estudantes acesso aos melhores recursos que futuros artistas poderiam um dia desejar.

CGMA, a fornecedora líder na área de educação digital, tem trabalhado duro para garantir que estudantes estejam preparados para entrar na indústria de entretenimento com todas as habilidades necessárias.  Auxílio nas matrículas, instrutores premiados e planos de pagamento começando em US$ 50 são apenas algumas das regalias de se tornar um aluno CGMA.

As matrículas para os cursos de inverno já estão abertas, e com cursos totalmente novos para esse termo. Agora oferecemos uma nova promoção para a matrícula, que permitirá a qualquer um pagar apenas US$ 50 (aproximadamente R$ 160,00) como primeira parcela do termo de inverno. Ou seja, você não paga nada até o próximo ano!

* Esse crédito de US$ 50 da promoção será descontado do valor total e não é reembolsável. Ele apenas reserva sua cadeira!  O valor total de cada curso deverá ser pago totalmente antes do curso iniciar, em Abril de 2018, ou você perde sua reserva.

Se tiver qualquer dúvida referente às matrículas ou solicitações de análise de portfólio, por favor entre em contato com o Departamento de Admissões da CGMA pelo e-mail [email protected] ,ou pelo telefone (818) 561-9542 (ligação internacional).

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(ARTE)

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COMICS: THE ART OF STORYTELLING

Miki Montollo – Senior Concept Artist

This course is designed to be an intensive introduction to comics and narrative, from the very first stage to having the comic printed. We will begin by looking at comics and storytelling, then create storyboards and compose our comic pages. We will go over techniques for inking, coloring, and even lighting and special FX. In the last week, we will also talk about how to promote your work and show your project to a publisher!

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THE ART OF COMPOSITION

Mauricio Abril – Freelance Concept Artist

This class will cover the basic principles used to create visually striking images as applied to illustration, film, games, animation and publishing. The class will first begin by exploring how composition functions as a visual design language across a 2-dimensional surface by covering concepts like mass, proportion, movement, and symmetry. These concepts will then be studied as they relate to illustration and entertainment-based mediums in the form of focal point, rhythm, depth, camera, space, and more. Clear visual communication will also be emphasized with regard to how the basic principles help communicate a compelling story/idea. 

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(GAMES)

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THE ART OF LIGHTING FOR GAMES

Omar Garcia – Senior Lighting Artist

Students will be given an intermediate introduction to the science, technology, and art of lighting. In the first half of the course, they will learn the fundamentals of how light works, how we simulate and emulate the physical characteristics of light in a digital environment, and how we can break all the rules for the sake of art. The second half of the course will demonstrate some different approaches to lighting various scenes for visual appeal, mood, story and gameplay. (*note: this course description and course outline are subject to change)

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INTRODUCTION TO UNITY

Bryan Singh – Technical Game Designer

This course offers an introduction to Unity and steps students through the creation of their first 3D game with no prior programming experience needed. Students will use provided assets to assemble a playable 3D environment that can be explored and interacted with. This course focuses on many of Unity’s major systems and just enough coding to apply gameplay logic to tie things together. Each student will leave the course with a unique first-person, third-person, or VR game; and a foundation of skills they can grow to make their next game.

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ORGANIC WORLD BUILDING IN UE4

Anthony Vaccaro – Environment Artist

This course offers an introduction to Unity and steps students through the creation of their first 3D game with no prior programming experience needed. Students will use provided assets to assemble a playable 3D environment that can be explored and interacted with. This course focuses on many of Unity’s major systems and just enough coding to apply gameplay logic to tie things together. Each student will leave the course with a unique first-person, third-person, or VR game; and a foundation of skills they can grow to make their next game.

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STYLIZED 3D ASSET CREATION FOR GAMES

Kevin Griffith – Senior Environment Artist


In this course you will create finished key environment assets and props that will work together in a stylized game environment. We will look at various stylistic approaches to games. Lectures and assignments will explore different styles for hand-painting textures, blocking out your scene, modeling your stylized assets, and creating final stylized textures for your assets. The goal is to create a fully-rendered collection of assets that you can include in your portfolio. Software used in this course includes: Maya, Photoshop, Z Brush, 3D Coat, Marmoset, and UDK 4.

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FX FOR GAMES

Fabio Silva – Senior 3D VFX Artist

In this course, students learn the fundamental workflows and approaches to creating a wide range of dynamic effects for real time game environments. Students will learn essential methods for efficiency and optimization of visual effects to be used in a video game. It will feature different type of effects for different markets. For example first person shooters, 3d action games, mobas, phone games, etc.

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LEVEL DESIGN FOR GAMES

Emilia Schatz- Lead Game Designer

In this course you will learn to approach 3D game level environments from a design perspective. The lectures will explore theory of games, shape composition, architecture, and player psychology. You will design and iterate on level setups from the initial planning phases to playable prototypes. The course will focus on crafting immersion and modeling shapes that intrigue, surprise, and inspire players. We’ll explore how to design for game mechanics and narrative, creating level progressions that support character development and player experience.

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(Houdini/FX)

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INTRO TO FX USING HOUDINI

Manuel Tausch – VFX Artist


Intro to FX Using Houdini will give an exciting introduction to a variety of FX capabilities in Houdini. This course is designed to focus on VFX that are commonly called for in the film industry today. We will go over procedural modeling, fluid FX, particles FX, rigid body destruction, smoke, and lighting and rendering. Each week we will focus on a certain procedural aspect, while maintaining a wider perspective of Houdini’s incredible capabilities. This course will strengthen your practical knowledge in VFX, and give you a greater understanding of Houdini’s common uses in VFX companies. 

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HOUDINI FUNDAMENTALS

Debra Issac – Houdini Artist


This class will take you from zero to hero with Houdini’s procedural workflow. You will gain confidence and experience in all areas of Houdini’s powerful 3D pipeline including procedural geometry, particles, fluids, dynamics, shading, lighting, and rendering. This is a great course to take before intermediate and advanced courses because it breaks down the fundamentals, giving you a deeper grasp on how Houdini works. 

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ORGANIC DESIGN FOR HOUDINI

Neils Prayer – Motion Designer, Director, Art Director

Join Neils in the brand new exciting workshop, “Organic design in Houdini”, using the power of Houdini to implement complex effects in an efficient way. Along these 6 weeks, you’ll see a bunch of different setups to master motion design through several practical examples from scratch to compositing. After this class, you’ll be able to play with the software with a clear idea of the techniques behind each effect and then, unleash your own creativity!

Also available in Teacher Training Edition.

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ABSTRACT EFFECTS IN HOUDINI

Adam Swaab – Live Action & CG Director

Virtually every tool in Houdini can be used for abstraction. Houdini is a means to an end, but not the end in itself. This class will focus on using Houdini outside of the traditional FX pipeline. Houdini can do much more than simulations and explosions. Here, we’ll be using Houdini as a design tool, focusing on abstraction and non-traditional fx. We’ll be looking at lots of inspirational forms from nature and architecture and learning how to create procedural networks that capture the essence of them.

Rather than completing one large project, we’ll be tackling small tools and concepts that you can use as building blocks to larger ideas and visions. The goal is to get you thinking procedurally, embracing the core concepts of Houdini and pushing you into new creative territory by expanding your toolset.

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Depoimento de um aluno CGMA

“Eu realmente apreciei todos os esforços que resultam em tudo que vocês oferecem e a transparência dos instrutores que vocês apresentam no seu canal do Youtube. Foi muito legal e informativo ver as referências de outros estudantes. Para alguém que trabalha de casa e que tem considerado CG apenas como um hobby por muitos anos, esta é literalmente a oportunidade perfeita para entender a indústria e me conectar com verdadeiros veteranos. Nesse sentido, o que vocês oferecem é literalmente um sonho inestimável. E por isso, meu muito obrigado.”

Ben, Summer 2016

 

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Planos de Parcelamento a partir de US$ 50

Para a matrícula do Termo de Inverno, que começou na segunda-feira, 13 de Novembro, a CGMA irá permitir a compra da reserva do assento por US$ 50 por curso somente até 11H59  (PST) do dia 31 de Dezembro de 2017. Todas as reservas compradas durante esse período terão a o valor restante do curso descontado na Sexta-Feira, 05 de Janeiro de 2018.

O valor de US$ 50 da promoção de matrícula não é um desconto, e não é reembolsável. É apenas a primeira parcela do curso. O restante deverá ser pago ANTES do curso iniciar.

Os cursos de 6 a 8 semanas variam de US$ 499 a US$ 998. Após os US$ 50 serem pagos, o valor restante poderá ser dividido em 2 parcelas

Toda transação de Plano de Pagamento que se qualifica para reembolso são sujeitas a uma taxa de processamento padrão de 5%.

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Para mais informações, acesse: CGMA FAQs.

 

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