Character Rigging/Technical Art
(Certificate/Diploma, 18 Months)
For a position in Art / Animation
Campus: No Online: Yes
In state: 0 US Dollars (USD) per Full Program
Out of state: 0 US Dollars (USD) per Full Program
Non-US National (Overseas Students): 0 US Dollars (USD) per Full Program
Game Character Academy is an online school focused on teaching Character Art and Character Rigging/Technical Art. The co-founders are Rich Diamant and Judd Simantov who combined have over 22 years’ experience working in the games industry. Judd Simantov was the Art Technical Lead at Naughty Dog and was responsible for the rigs and pipeline created and used on the Uncharted series. He then moved onto developing the rigs and pipeline for The Last of Us. He has since become an independent contractor and does consulting, rigging and tools development for Naughty Dog, Blizzard Entertaintment, Insomniac, Crytek, Riot Games, Sucker Punch and Big Red Button. Rich Diamant was the Lead Character Artist at Naughty Dog and was responsible for the creation of Nathan Drake and many of the other pivotal characters in the series. He was also tasked with the role of managing and overseeing the character department for Uncharted 1 and 2. Rich was also part of the early RnD team working on The Last of Us, before making his way to Blizzard Entertainment. He now works at Blizzard, where he is the Lead Character Modeler on their Next-Gen MMO. Rich is also the creator of Diamant Tools.
Game Character Academy will also have unprecedented access to industry professionals as lecturers from the top video game companies all over the world. Both the Character Art course and Character Rigging/Technical Art course will run for 18 months, broken into 6 semesters. The goal is after the 18 months, the students should have the knowledge and a portfolio/reel that will set them on their way into their first job and a long successful career.
Being an online school, the students will have access to their workspace, lectures and discussion forums 24/7, as well as several live sessions a week with their lecturers and classmates. The curriculum has been carefully crafted to not only progressively grow the students into sound artists, but to also give them insight into the day to day of what’s required to work on games ranging from MMO’s to AAA blockbuster titles. We firmly believe that in order to prepare students for a career in the games industry, they need to be taught by the very professionals that are driving that industry. The computer graphics industry as a whole is constantly evolving and it’s more necessary than ever to stay up to date with all the latest trends. All the lecturers at Game Character Academy pride themselves on being trend setters and constantly pushing the envelope within their respective environments. This means all our lecturers are in the loop about where the industry is going and what will be required of a future employee.
Another unique aspect to GCA is how we’ve approach our curriculum. We’ve spent a great portion of time researching academics and the process of learning. Subsequently, we’ve really invested in developing a program that will focus on not only teaching the “how”, but getting the students to understand the “why”. We also believe that theory is of vital importance; however, the real learning happens when the student actually gets his hands dirty and does practical work assignments. We’ve looked at what we’ve defined as an optimal ratio of theory to practical which will achieve the best results. We want the students to be inspired by what they’re working on and to feel a sense of creative ownership over their assignments. This way, they are not just learning, but they are creating!