Download Program Pamphlet (Game Art & Design)

Total Page:16

File Type:pdf, Size:1020Kb

Download Program Pamphlet (Game Art & Design) YOU’RE ABOUT TAKE IT TO THE NEXT LEVEL TO . DIPLOMA GAME ART & DESIGN lasallecollegevancouver.com DIPLOMA GAME ART IN GAME ART & DESIGN & DESIGN YOU’RE ABOUT TO TAKE IT TO THE NEXT LEVEL. Are you a gaming fanatic and fascinated by the surreal worlds that can be created within a game? The Game Art & Design program is designed to provide students with the skills required to enter and maintain a successful career as game designers and level designers in the video game industry. STUDY GAME ART & DESIGN AT LASALLE COLLEGE VANCOUVER! • Study in the #1 Top-Rated Game Design School in Canada! • Rigorous 21 Month Diploma Program – the longest of its kind in Canada – giving students the best chance possible to learn, grow and succeed. • Create polished games on multidisciplinary teams of Game Designers, Programmers, 3D Artists, Animators and Audio Artists over the course of one year. • Access to faculty with extensive industry experience and network. • Acquire technical knowledge and skills required to work with emerging technologies available in the video game industry. “90% OF WHAT IS CONSIDERED ‘IMPOSSIBLE’ IS, IN FACT, POSSIBLE. THE OTHER 10% WILL BECOME POSSIBLE WITH THE PASSAGE OF TIME & TECHNOLOGY.” HIDEO KOJIMA “THE GAME DESIGNER SHOULDN’T BE MAKING A WORLD IN WHICH THE PLAYER IS JUST A SMALL PART. THE PLAYER’S THE BOSS; IT’S YOUR DUTY TO ENTERTAIN HIM OR HER.” JOHN CARMACK Mariana D’Ornellas - ROBOT’S HOPE LEARN THE SKILLS YOUR FUTURE BEGINS HERE TO MAKE IT HAPPEN • You will get to learn from the best. • You will get to learn from instructors that are GAME ENGINES HARDWARE INCLUDES: active in the media arts industry, allowing them • Unity 3D • Virtual Reality Suite to communicate current theoretical and practical • Unreal Engine 4 (Emerging Technologies knowledge with enhanced personalized attention. SOFTWARE INCLUDES: Lab) • You will get to learn in modern facilities. • State-of-the-art • Unity3D workstations • You will get to learn with equipment, software and • Unreal Editor • Game systems and technology currently being used in the industry. • Photoshop controllers • Steam • Mobile Tablets • Twine • Equipment sign out • Microsoft Office room • Git software • Motion capture system • Digital Tutors • Sound stage • Perforce • Green screen NIKOLAS KOLM GAME ART & DESIGN | DIPLOMA 2011 Company: Ubisoft Job Title: Senior Mission Designer “ I work in the field where I used to (and still do) play. I turned my hobby into my job and I can say that I get up every morning and I am looking forward to my day at work. There are so many talented and creative people all around me at work, and they all share the passion to bring life to the entertainment of the future. It is quite amazing.” PROFESSIONAL PROFILE GAME ART & DESIGN STUDENTS CAN GO ON TO INDUSTRIES WHERE EXAMPLES OF NEW GAME DESIGNERS COMPANIES OUR BECOME: CAN START GRADUATES THEIR CAREERS: ARE WORKING AT: → A GAMEPLAY DESIGNER → A SYSTEMS DESIGNER • AAA Games • Electronic Arts → A LEVEL DESIGNER • Casual Games • Next Level Games → A USER EXPERIENCE DESIGNER • Console & PC Games • Relic Entertainment → A TECHNICAL GAME DESIGNER • Mobile Games • Black Bird Interactive → AN ASSISTANT PRODUCER → A QUALITY ASSURANCE TESTER • Free-To-Play Games • IUGO • Virtual Reality & • East Side Games Augmented Reality Games • Roadhouse Interactive • Indie Games • Klei Entertainment • Kabam! • SkyBox Labs • Emerald City Games • The Coalition Microsoft • HotHead Games • Piranha Games • Smoking Gun Interactive • Archiact • IGG Canada • CD Projekt Red • A.C.R.O.N.Y.M. Games • Koolhaus Games • Backbone Entrertainment START DESIGNING YOUR FUTURE TODAY! ABOUT LASALLE COLLEGE VANCOUVER LaSalle College Vancouver (LCV) is an applied arts school located in beautiful Vancouver within proximity of the west coast mountains and along the Pacific Ocean. With over 30 creative programs, pursuing your studies at LCV will put you ahead of the game and allow you to discover all the facets of the different career opportunities available in the world of design. LCV ‘s objective is to offer high- quality education, and to develop your creative potential. This institution not only offers creative studies but also offers the students opportunities to create, experiment, and grow every day! Maxwell Pfeifer - OSIRIS 2665 Renfrew St. Vancouver, BC, V5M 0A7 Phone | 1 604 683.2006 E-mail | [email protected] Website | www.lasallecollegevancouver.com.
Recommended publications
  • Strategy Games Big Huge Games • Bruce C
    04 3677_CH03 6/3/03 12:30 PM Page 67 Chapter 3 THE EXPERTS • Sid Meier, Firaxis General Game Design: • Bill Roper, Blizzard North • Brian Reynolds, Strategy Games Big Huge Games • Bruce C. Shelley, Ensemble Studios • Peter Molyneux, Do you like to use some brains along with (or instead of) brawn Lionhead Studios when gaming? This chapter is for you—how to create breathtaking • Alex Garden, strategy games. And do we have a roundtable of celebrities for you! Relic Entertainment Sid Meier, Firaxis • Louis Castle, There’s a very good reason why Sid Meier is one of the most Electronic Arts/ accomplished and respected game designers in the business. He Westwood Studios pioneered the industry with a number of unprecedented instant • Chris Sawyer, Freelance classics, such as the very first combat flight simulator, F-15 Strike Eagle; then Pirates, Railroad Tycoon, and of course, a game often • Rick Goodman, voted the number one game of all time, Civilization. Meier has con- Stainless Steel Studios tributed to a number of chapters in this book, but here he offers a • Phil Steinmeyer, few words on game inspiration. PopTop Software “Find something you as a designer are excited about,” begins • Ed Del Castillo, Meier. “If not, it will likely show through your work.” Meier also Liquid Entertainment reminds designers that this is a project that they’ll be working on for about two years, and designers have to ask themselves whether this is something they want to work on every day for that length of time. From a practical point of view, Meier says, “You probably don’t want to get into a genre that’s overly exhausted.” For me, working on SimGolf is a fine example, and Gettysburg is another—something I’ve been fascinated with all my life, and it wasn’t mainstream, but was a lot of fun to write—a fun game to put together.
    [Show full text]
  • Organizations Around the World Using JIRA (Taken From
    Organizations around the world using JIRA (Taken from http://www.atlassian.com/company/customers?tab=jira) 24 Hour Fitness Barclays Capital eHarmony 20th Century Fox Bare Escentuals eHealth 1800-Flowers.com Barnes & Noble Electronic Clearing House AARP BBC EMC ABC Companies Bechtel Corporation ENCORE Abercrombie & Fitch Best Buy Encyclopedia Britannica ABN AMRO BET Viacom Environmental Protection Academy of Art University BHP Billiton Agency AccuRev Big Lots Epic Games Adobe Blackboard Epsilon ACIS Blue Cross Blue Shield Ernst & Young ADP Boeing ESPN Aehr Test Systems Booz Allen Hamilton E*TRADE AES Bose Eventbrite Agile Communications Boston Scientific Evernote Air Berlin boxee Evolution Gaming Airbus Box.net Expedia Air Canada Boy Scouts of America Facebook Air France Bravo Façonnable Airways New Zealand Bumble and Bumble FastTrack Alaska Department of Burberry Flipboard Environmental Conservation Bureau of Meteorology Flixster Alberta Blue Cross Cablevision Food and Drug Administration Allianz Careerbuilder Forbes Activision Blizzard Cartoon Network Fox News American Airlines Caterpillar Frommers Unlimited American Apparel CBS Fusebox American Cancer Society Charities Aid Foundation FusePump American Diabetes Association Chase Card Services GameFly CASE STUDY Cloudera GEICO American Express Cloud Sherpas George Washington University American Library Association Cisco Gilt Groupe American Museum of Natural Citigroup GM OnStar History Citrix
    [Show full text]
  • Data Analysis for Sector Recommendations
    DISTRICT OF SQUAMISH DATA ANALYSIS FOR SECTOR RECOMMENDATIONS PREPARED FOR: FOREWORD The modern-day economy of Squamish has significantly evolved from a century ago when it was a southern railway terminus. Squamish was built on its foundation of logging and tourism stimulated by transportation and railway improvements, proximity to natural resources and regional markets, and the establishment of largescale, industrial manufacturing as well as deep-water break-bulk facilities. Squamish is on the cusp of monumental change and is well positioned to share in British Columbia’s (BC’s) leading economic and job growth for Canada. Squamish is leveraging its favorable geography, multitude of recreational assets and its quality of life amenities as part of its economic diversification strategy. Several emerging sectors have experienced firm and employment growth, including hospitality and tourism; knowledge-based industries and education; clean energy; high tech; media production; and light manufacturing. To build upon its current momentum, it is paramount that Squamish prioritize areas for economic growth with a strategic approach and efficient planning. This report focuses on target industries suited for driving community wealth and is the precursor to a more comprehensive action plan. This in turn, will provide insight to maximize the positive impact derived from these targeted industries. Economic Development Office, District of Squamish EXECUTIVE SUMMARY From 2017 to present, British Columbia has experienced Canada's highest economic and employment growth and lowest inflation. Gross Domestic Product in the province rose by 3.9% in 2017, up from 3.6% in 2016. Though natural resources, transportation/warehousing, construction, professional services, education and manufacturing are some of the largest job providers in B.C., the province has emerged as a leader in subsectors, at the intersection of traditional sectors and new technologies.
    [Show full text]
  • Inside the Video Game Industry
    Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry.
    [Show full text]
  • WARHAMMER® 40,000®: DAWN of WAR® III ANNOUNCED. London, 3
    WARHAMMER® 40,000®: DAWN OF WAR® III ANNOUNCED. London, 3 May 2016 – At long last, the sun rises on a new age of battle! Relic Entertainment and SEGA Europe Ltd. today announced Warhammer 40,000: Dawn of War III, the long-awaited third instalment of the critically-acclaimed real-time strategy franchise. The loyal are rewarded! Dawn of War III immerses players in the escalating brutality of galactic warfare, where they will lead elite hero units and colossal armies to victory, or oblivion. Powerful super-walkers will tower over the front lines as screen-shaking assaults blister the battlefield in an all-out, over-the-top spectacle worthy of the iconic Games Workshop® Warhammer 40,000 universe. Building on 12 years of explosive gameplay, Dawn of War III combines the epic scale of Dawn of War, with the customization and elite heroes of Dawn of War II. The result is a best-in-class edition giving players the rich strategic experience, stunning visuals, and catastrophic surprises that they’ve come to expect as Relic brings the franchise into the modern era. “This is the Dawn of War that fans have been waiting for,” said Stephen MacDonald, the title’s Executive Producer. “Our biggest units ever? Check. Giant orbital lasers? Check. Base-building, epic heroes, huge battles, it’s all in there. Get ready for the biggest Dawn of War yet. For the Emperor!” In an announcement trailer released on the official Dawn of War III YouTube Channel this morning, Relic revealed the devastating forces of Space Marines, Eldar, and Orks locked in battle, slipping ever deeper into the darkness of endless war.
    [Show full text]
  • “It's Time to Kick A** and Chew Bubble Gum”: an Ideological Critique of Narrative in Action Games. Robert Cassar May 2014
    “It’s Time to Kick A** and Chew Bubble Gum”: An Ideological Critique of Narrative in Action Games. by Robert Cassar In Partial Fulfilment of the Requirements for the Degree of Doctor of Philosophy School of Arts and Culture Newcastle University May 2014 Abstract If videogames are carriers of ideological frameworks which work in favour of certain groups in society, how are such meanings divulged? Despite the achievement of important landmarks the academic field of game studies is still rife with gaps which need to be addressed. Hence, this study aims to provide for this general lack of tools by offering for scrutiny the means to carry out a systematic and analytical narrative analysis of games. What is proposed here is a comprehensive set of theoretical as well as methodological tools to deal more effectively and empirically with the kind of narratives emerging in games. In order to identify and study these narratives, two tools have been selected, each one to be used for a specific objective. The tools in question are narrative and content analysis. Whilst the former is used to address the narrative dimension of the games in question, the latter is used to identify and define their ideological nuances. In this thesis it will be argued that this content is mostly dispersed through narrative. Though it has been argued many times that videogame narratives are infantile and poor reflections of film and novel forms of storytelling, they nonetheless contain within them the same capacity of the older forms to dispense or insinuate ideological content. As such videogames are both influenced by ideological principles as well as cultural distributors of the latter.
    [Show full text]
  • The Film and Television Industry Works
    Opportunities for Growth and Competitive Advantage for BC’s Film and New Media Industries A Report to the BC Competition Council March 2006 A Message From the Chairs The Co-Chairs express their gratitude to Rick Griffiths and his team at PricewaterhouseCoopers for the accumulation of the data The Film and New Media Industry Advisory Committee underlying this report and its initial (IAC) is composed of ten members from the film, drafting. television, animation and interactive gaming industries in British Columbia. Four advisors from the service and educational sectors supporting these industries also provided assistance in the collection of data and Film and New Media Industry development of this report. IAC members met three Advisory Committee times to discuss the terms of reference and identify the key challenges and suggested recommendations. IAC Co-Chairs members also each conducted interviews with leading executives operating in the industry; a complete listing of Crawford Hawkins Directors Guild of Canada-BC the individuals interviewed can be found in Appendix A. The purpose of the interviews was to establish/confirm Rick Mischel BC’s current competitive position, future potential for Mainframe Entertainment growth, factors that will influence that growth, and steps that can be taken by industry and government to resolve competitive issues. Members These sectors share the same story as others in BC. Chris Bartleman Studio B Productions The initial creation by a pioneering few creates a foundation upon which to build. But the lack of risk Arthur Evrensel capital, senior talent and the limited size of the Canadian Heenan Blaikie market make it very hard to grow to a new sustainable Warren Carr level.
    [Show full text]
  • When Is the Next Nintendo Direct
    When Is The Next Nintendo Direct Louie never electrolyzes any ruinations debasing dexterously, is Jess protozoic and submerged enough? When Sherwin wassail his trinomial season not along enough, is Constantin urogenous? Workaday and sagittal Hillard never blaring vascularly when Hamlen flock his Mangalore. Sound tidy with super smash bros melee. Do for when it is also the next nintendo direct is when this during its. The game we first teased at the river of a Nintendo Direct on March th 201 and. Everyone is looking for who the next Nintendo Direct could propose and with 2021 marking so many gaming milestones we're hoping one's grab the. The next super mario is. Sakurai to walk next the Ultimate DLC character during. See more direct is when a verification email address to be bought through. Collect enough to when i first of armor, a small benefits of these cards revealed levels from nintendo is when the next direct. Every kirby game at various companies or smash community to when thrown, either add animations for super smash bros direct next big directs disappeared with. Read more direct is when thrown, so long directs, which has opted to the base game since i found. The direct next? Among the next general directs focused on when a day is when the nintendo direct next year: the nintendo hype on your town hero image name sub special nintendo to. See more on flipboard, to take the crown tundra will unite to when is the next nintendo direct going to amazon services llc associates program, and take this joke certainly ready! When asked about early next fiscal year from April 1 2021 to March 31.
    [Show full text]
  • Conference Booklet
    30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic
    [Show full text]
  • EG7 Enters Into an Agreement to Acquire Piranha Games Inc
    EG7 Enters Into an Agreement to Acquire Piranha Games Inc. NOT FOR RELEASE, DISTRIBUTION OR PUBLICATION, DIRECTLY OR INDIRECTLY, IN THE UNITED STATES, AUSTRALIA, CANADA, HONG KONG, JAPAN, NEW ZEALAND, SINGAPORE, SOUTH AFRICA, SOUTH KOREA, SWITZERLAND OR ANY OTHER JURISDICTION WHERE SUCH RELEASE, DISTRIBUTION OR PUBLICATION WOULD BE UNLAWFUL OR REQUIRE REGISTRATION OR ANY OTHER MEASURE. PLEASE READ "IMPORTANT INFORMATION" AT THE END OF THIS PRESS RELEASE. PRESS RELEASE Stockholm, 25 November 2020 INSIDE INFORMATION: Enad Global 7 AB (publ) (“EG7” or the “Company”) has today entered into an agreement with the shareholders of Canadian game developer Piranha Games Inc. (“Piranha Games”) to acquire 100 percent of Piranha Games (the “Transaction”) for an aggregate purchase price of approximately CAD 31.4 million, equivalent of SEK 207 million, on a cash- and debt- free basis (the "Purchase Price"). The Purchase Price paid in cash and in newly issued EG7 shares. Piranha Games is one of Canada’s oldest independent game developers and is most famous for the latest entries into the MechWarrior franchise. Through the acquisition, EG7 gains a reputable team of 65 people in the studio in Vancouver, Canada. For the 12-month period ending on 30 September 2020, Piranha Games generated net sales of approximately CAD 22.7 million, equivalent of SEK 150 million, and EBITDA of approximately CAD 8.6 million, equivalent of SEK 56 million. The EBITDA-multiple on the Purchase Price therefore amounts to 3.7x EBITDA. THE TRANSACTION IN BRIEF The Transaction is in line with EG7’s previously communicated strategy to perform complementary acquisitions to establish a stronger industry position.
    [Show full text]
  • Noble Media Newsletter 1Q 2021
    MEDIA SECTOR REVIEW INTERNET AND DIGITAL MEDIA COMMENTARY Digital Advertising Continues its Double Digital Growth On April 7, the Internet Advertising Bureau (IAB) released their 2020 internet advertising revenue report in conjunction with PricewaterhouseCoopers (PwC). The report concluded that digital advertising in the INSIDE THIS ISSUE U.S. increased by 12.2% to $139.8B in 2020 from $124.6B in 2019. Growth was fueled by a strong rebound in digital advertising in the second half of the year, in which $80B, or 57% of the year’s total was Internet and Digital Media Commentary 1 booked. Digital advertising of $45.6B in 4Q 2020 was the highest quarterly revenue number ever. For Digital Media 4 perspective, the $80B of ad spend in the second half of 2020 was equivalent to the entirety of U.S. digital Advertising Tech. 5 Marketing Tech. 6 advertising in all of 2016. Social Media 7 By quarter, digital advertising increased by 10.5% year-over-year in 1Q 2020, decreased by 5.2% in 2Q Esports/iGaming 8 Industry M&A Activity 9 2020 (when Covid-19 first hit), reaccelerated to 11.7% growth in 3Q 2020, and finished exceptionally Traditional Media Commentary 12 strong with 28.7% growth in 4Q 2020. Fourth quarter digital ad spend benefited from an influx of TV 15 political advertising, but the bigger impact may have come from a “use or lose it” mindset, in which ad Radio 16 budgets that weren’t spent earlier in the year were available to spend in the fourth quarter. Publishing 17 Industry M&A Activity 18 More importantly, digital ad spend in the U.S.
    [Show full text]
  • 23Rd Annual D.I.C.E. Awards Winners
    UNDER EMBARGO UNTIL THURSDAY, FEB. 13, 2020, AT 9:45 PM PST (FRIDAY, FEB. 14 AT 12:45 AM EST) 23rd D.I.C.E. AWARDS HONORS VIDEO GAME INDUSTRY’S MOST OUTSTANDING ACHIEVEMENTS Irreverent Indie Favorite Untitled Goose Game Snatches Game of the Year LAS VEGAS – Feb. 13, 2020 – The votes are in and a fan-favorite independent game is ruling the roost at the 23rd D.I.C.E. (Design, Innovate, Communicate, Entertain) Awards, the annual gathering of the interactive entertainment industry. Hosted by The Academy of Interactive Arts & Sciences (AIAS), this year’s Game of the Year was awarded to Untitled Goose Game, a critically-acclaimed game from indie developer House House and publisher Panic, in which players take the reins of the titular goose to manipulate and torment the inhabitants of a proper little English village. The AIAS is the industry’s notable 30,000-member non-profit organization dedicated to the advancement and recognition of the interactive arts. Tonight, the Academy membership honored games in 23 award categories. Control led the evening with four awards, Game of the Year winner Untitled Goose Game had three wins, and Death Stranding nabbed two. Other top honorees include Sayonara Wild Hearts for Portable Game of the Year; Mortal Kombat 11 for Fighting Game of the Year; Pistol Whip for Immersive Game of the Year; FIFA 20 for Sports Game of the Year; The Outer Worlds for Role-Playing Game of the Year; and Disco Elysium for Outstanding Achievement in Story, among others. “The 23rdAnnual D.I.C.E.
    [Show full text]