Portfolio Applications
At the end of each academic year, there is an application and portfolio review process to ensure that students have the skills to succeed in the following year's studio courses.
See below for application requirements by year.
At the end of their first year, students should present a portfolio demonstrating the following skills. The list is not exhaustive.
- Produce digital concept art and storyboards
- Open and work with Adobe Photoshop to generate masks and edit images
- Produce vector art
- Produce a 2-D animation
- Edit and render video
- Produce a slide show presentation
- Produce a portfolio
- Create a low-poly 3-D model
- Create a UV map
- Create a lighting and shading solution in a 3-D application
- Create a 3-D rendering
- Produce a composited video combining 2-D and 3-D assets
- Create a virtual sculpture
- Apply PBR surfacing
- Animate with blend shapes
- Animate using rigging
- Create visual effects
- Migrate and organize assets
- Compose interactive environments
- Compose interactive narratives
- Use modern game engines
- Create 2-D and 3-D interactive experiences
- Basic audio engineering
- Basics of scripts in virtual environments
- Create a level layout
- Create a graphical user interface
At the end of their second year, students should present a portfolio demonstrating the following skills. The list is not exhaustive.
VTD 246: Advanced Lighting and Materials
- Original material networks, with UVs, textures and material blueprints in Substance Designer and Unreal
- Capturing and rendering a 360 panorama and 3-D photogrammetry
- Texturing and rendering simple architectural elements with UVs
- Texturing and rendering terrains, rocks, trees and animated foliage with UVs
- Animated splines for water, vegetation and architectural elements in Unreal
- Ambient lighting and volumetric lighting in Arnold and Unreal
- 3-D sounds (ambient, looping, mixing, sound cue blueprint) in Unreal
- Creating a story and a user-friendly navigation inside a real time VR environment: fully rendered virtual world with natural and architectural elements in Unreal
VTD 271: Cross Reality I
- Storytelling through the use of Augmented Reality (Unity3D)
- Multi-page storybook
- Incorporating 3-D objects, 2-D graphics, audio, user interface components
- Learning modules using Augmented Reality (Unity3D)
- Developing an interactive environment to engage a user in a learning activity
- Incorporating animated 3-D objects, 2-D graphics, audio, interactive user interface components (3DS Max, Adobe Create Cloud)
- Create object animations within the Unity3D game engine
- Spatial visualization environment, complete with meta data, using Virtual Reality (Unity3D)
- Develop an interior space complete with scale appropriate entourage (3DS Max)
- Develop scale appropriate Physics Based Rendering (PBR) materials
- Develop believable lighting solutions (lightmapping) to visually tell the story of the environment
- Develop interactive user interface components to provide metadata about the space
- Enable the user to fully immerse and navigate the environment in Virtual Reality
VTD 245: Advanced Modeling
- Hard Surface Modeling
- Topology Concepts - Planning, Organization, Edge Flow, Edge Retention, Form Evaluation and Surface Transitions
- Box Modeling Concepts - Volumes, Extrude, Inset, Bevel, Chamfer, Subdivision Modeling
- Edge Modeling Concepts - Retopology, Bridge, Weld, Connect, Loop Management
- Baking Concepts - High Poly, Low Poly, Smoothing Groups, UV layout/management
- Texture Maps - Process, Creation Techniques and Usage
- Software Used: 3DS Max and Substance Painter
- Modular Asset Development
- Planning, organizing and developing a scene from scratch
- Game asset types and how they are used to define space
- Spatial Narratives - Guiding movement and developing focal points
- Snaps, Trim Sheets, Pivot Adjustments and Optimization
- Software Used: 3DS Max, Substance Painter and Unreal Engine 4
- Organic Modeling
- Introduction to Character Design Concepts and Development
- Topology Concepts - Planning, Organizing, Deformations, Edge Flow, Form Evaluation and Surface Transitions
- Retopology, Optimization and Peripheral Asset Management
- Basic rigging and bone manipulation techniques
- Baking Concepts - High Poly, Low Poly, Smoothing Groups, UV layout/management Material ID
- Texture Maps - Process, Creation Techniques and Usage
- Software Used: 3DS Max, Substance Painter, Zbrush and Unreal Engine 4
At the end of their third year, students should present a portfolio that demonstrates the following skills. The list is not exhaustive.
VTD 367: Visual Effects
- Present the creative process to produce visual effects and animations
- Creating a composite scene using 2-D/3-D layers and a 3-D moving object in After Effects and Maya
- Full rendering of animations using Physically Based Rendering (Substance, Arnold, Unreal)
- Creating a real time interactive animation in Unreal
- Creating a facial animation using motion capture in Maya and Unreal
- Creating and rendering air, fire and liquid animations in Maya and Unreal
- Vehicle physics in Maya and Unreal
VTD 372: Cross Reality II
- Incorporate 3-D characters into Augmented Reality and Virtual Reality environments (Unity3D)
- Import character animations into Augmented Reality and Virtual Reality environments (Unity3D and motion capture libraries)
- Create character animations within the Unity3D game engine (Unity3D)
- Connect character animations to user input via script development (Unity3D)
- Develop multi-user virtual reality worlds for users to interact with the environment as a group (Unity3D)
- Interactive user Interface knowledge via script development (Unity3D)
- Believable lighting solutions (lightmapping)
- Scale appropriate Physics Based Rendering (PBR) materials
- Scale appropriate characters, environments and entourage (3DS Max)
- Utilizing projectile-based physics in a multi-user Virtual Reality world (Unity3D)
VTD 380: Advanced Character Design
- Digital painting (Photoshop)
- Silhouette and shape development
- Light painting and the illusion of depth and form
- Primary, secondary and tertiary stages of visual communication
- Brush development and manipulation techniques
- Contextualized design principles - color theory, composition, balance, line, shape, form, etc.
- Lighting solutions - local color, global illumination, key lighting, rim lighting, fill lighting, bounce lights
- Digital Sculpting (Zbrush)
- Creating volumes - blocking out the primary structure of a character
- Personality through form - line of action, posture, active and passive character states
- Secondary and tertiary form development
- Layering forms and details that tell a story
- Shadow manipulation and the transition of forms on a surface
- Management and development of additional character peripherals and features
- Character cosing and local compositions
- Rendering passes - base color, specular, ambient occlusion, subsurface scattering and lighting
- Compositing (Photoshop)
- Document setup and resolution
- Importing multiple render passes into a single document
- Layer-by-layer construction of a scene
- Modifying and manipulating layers using advanced masking techniques
- Final touches - image adjustments, digital painting techniques, focal points and emphasizing characters