Below is a list of my employment in the higher education field along with a brief summary of all the classes I have instructed. On this page you will also find tidbits of useful information and advice I have gathered from various sources and experiences.

Teaching Assistant under Professor Greg Johnson

School of Interactive Design and Game Development

Spring Session2005 - Summer Session 2005 - 6 months.

CMPA 110 INTRODUCTION TO COMPUTERS:
This course combines studio work with classroom instruction. Fundamental components of design theory and typography are incorporated with problem definition to provide students with valuable experience in the ideation, research, execution and presentation of projects. Lectures and visual media provide a broad introduction to the visual communication professional field.

ITGM 121 INTRODUCTION TO GAME DEVELOPMENT:
Through hands-on exercises, students are introduced to critical aspects of the game industry from nondigital games to indie games to the latest video games. Roles and responsibilities within the game development team are discussed and practiced through in-class exercises, and genres are critically introduced, discussed and explored. Key individuals, companies and associations are also explored, and controversies are examined. The course culminates in a group project.

 

Lead Game Art Instructor - Faculty

School of Game Art and Design

Fall Session 2006 - Spring Session 2008 - 1 year 10 months

FS 107 DIGITAL IMAGING:
Students develop basic image manipulation skills in a raster-based computer environment. Emphasis is placed on mastering the fundamentals of scanning, color management, photo retouching, imaging, special effects and filters and masks.

GAD 211 GAME MODELING:
Real time 3D animation requires a thorough understanding and ability to create scenes and characters in such a way as to minimize the time it takes for a computer to redraw the scene as it moves in a game. Students will learn level detail creation techniques using industry-standard 3D modeling software and computers.

GAD ??? TEXTURE MAPPING FOR GAMES:
In this class students will be introduced to the process of creating and working with textures for the game genre.  Advanced image manipulation techniques will be learned and applied here.  Introduction to a shading network as it applies in a 3D Software package will be explored.

GAD 213 MATERIAL AND LIGHTING:
In this class students will further explores materials, textures and lighting strategies to add detail and realism to objects. Students will simulate real world surfaces containing reflection radiosity and other effects.

GAD 216 BACKGROUND DESIGN AND LAYOUT:
This course focuses on the fundamentals of background layout with an emphasis on perspective, composition, design basics, staging, mood, texture and lighting.  Students will also learn the basics of using props as background and foreground design elements.

GAD 217 INTERIOR SPACES AND WORLDS:
Most levels of popular games are designed as building interiors and contain characteristics common to interior design layouts.  This course provides the opportunity for students to create architectural interiors representing houses, buildings, and entire worlds in which to place animation and game characters.

GAD 218 HARD SURFACE AND ORGANIC MODELING:
This course covers advanced modeling techniques used for building organic and hard surface objects and environments.

GAD ??? LIGHTING AND TEXTURE:
In this course, students will continue to develop lighting and texturing skills and carry out professional quality lighting and texturing projects to be used for their portfolio.

GAD ??? CHARACTER RIGGING:
This course is to introduce the student to fundamentals of character setup. The character setup will be tested by animation assignments. During the course each student will create, set up and test a character model.

GAD 310 ADVANCED LEVEL DESIGN

GAD 311 GAME PROTOTYPING:
In this course, students will perform as members of a pre-determined team to create a game level within an existing engine. Students will implement a pre-existing design determined by the teacher to create the game environment.

GAD 390 TEAM PRODUCTION PLANNING:
During the course, students research a Game Art & Design topic and begin the preproduction process for their team projects.  The emphasis is on quantitative and qualitative research, scheduling of the project, methods of presentation, and qualitative results.

GAD 402 ADVANCED GAME PROTOTYPING:
In this course, students will perform as members of a pre-determined team to create a game level within an existing engine. Students will continue to develop a project that began in the Game Prototyping class by a different team of students.  Final will be complete delivery of project through a presentation and use of marketing materials.

GAD 414 PORTFOLIO PREP:
This course will focus on the refinement of previous work into a comprehensive collection representative of Game Art & Design skills. Emphasis will be on development, design, craftsmanship and presentation. This course begins the process of examining the student’s strengths and building upon them to produce a marketable portfolio.

GAD 423 PORTFOLIO PRESENTATION:
This course focuses on the completion of a student’s portfolio and enables the student to begin their career search. Students will present work for the portfolio and will review and determine the quality of the work and make any enhancements necessary. The student will also complete several targeted, professional resumes and an extensive job search.


Words of Wisdom:
1.) Make sure you love art. Otherwise it isnt worth it.
2.) Getting better with your art is exactly like working out. If you want to look good you have to exercise all the time. If you want to be a better artist you have to draw all the time!
3.) If you like looking and talking about art more than creating art then you should be a critic not an artist.
AKA:
If you like playing video games more than making them then you should be a game tester not a game designer/artist.
4.) If you ever consider yourself a master of your craft and you need not learn anything new then consider that day the day you have failed.
5.) The day you stop learning is the day you die.
6.) If you are an artist then you need to be a salesman too.
7.) Learn to give and receive constructive criticism.

Glenn Vilppu Words of Wisdom:
1.) What are your priorities?
2.) Painting and sculpture of daughters of drawing.
3.) An animator without drawing skills is like an actor without legs.
4.) Drawing is thinking.
5.) Recognize your own feelings.
6.) What is your purpose? What are you trying to capture?
7.) Compose a drawing to communicate something. What you communicate is your choice, but have it under control.
8.) Don’t copy the model!
9.) No rules…Just tools.
10.) The pose is the soul of a drawing.
11.) Plan, Knowledge, Guts
12.) In the end what counts is that you “kill” the other guy.
13.) Feel the movement by making the eye move from one line to the next.
14.) Focus on the gesture – First 30 seconds should have no contour and no anatomy.
15.) Placement of line determines visual communication
16.) Create contour by drawing forms/volumes
17.) Don’t explain, Don’t complain, Don’t be late.
18.) Ahead of schedule, under budget.
19.) You don’t need to draw what’s actually there.
20.) Use both the visual and anatomic line


Tutorials: