Game Art Archives - 四虎影视 of Art and Design /news/category/game-art/ Turning passion into profession. Mon, 18 Aug 2025 20:35:13 +0000 en-US hourly 1 https://wordpress.org/?v=6.8.5 /wp-content/uploads/2021/01/RinglingCollegeFavicon_0.jpg Game Art Archives - 四虎影视 of Art and Design /news/category/game-art/ 32 32 四虎影视 Earns Houdini Recertification, Reinforcing Excellence in Game Art Education /news/081925-houdinicert/ Tue, 19 Aug 2025 10:00:00 +0000 /?p=54315 四虎影视 of Art and Design is proud to announce its official recertification as a Houdini Certified School, a distinction awarded by SideFX, creators of Houdini, a leading 3D procedural...

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四虎影视 of Art and Design is proud to announce its official recertification as a Houdini Certified School, a distinction awarded by SideFX, creators of Houdini, a leading 3D procedural animation tool used in film, games, and immersive media.

Houdini certification is granted only to institutions that demonstrate consistent integration of Houdini into their curriculum, with qualified instruction and proven student success. Ringling鈥檚 recertification reaffirms its commitment to equipping students with industry-standard skills in visual effects, real-time development, and procedural content creation.

A major benefit of this certification is that Ringling graduates are eligible for a free commercial license of Houdini upon graduation, allowing them to bring their production-ready skills directly into professional pipelines.

Recent graduate Finley Southwick 鈥25, Game Art, exemplifies the value of 四虎影视鈥檚 use of Houdini. Their senior thesis project, Mold, is a surreal, third-person exploration game and technical art showcase that fuses eerie storytelling with horrific subject matter presented in a hauntingly beautiful way. Set in a damp, forgotten sewer system, you play as an insect gathering corpses to sustain your grotesque, mold-ridden queen. The project allowed Southwick to explore procedural workflows in Houdini, with a focus on building tools and effects to support environmental storytelling. One of the standout technical achievements was the creation of a custom Houdini Digital Asset (HDA) that reinforced the grimy, organic world.

Still from Finley Southwick’s thesis project, Mold.

“One of my favorite tools I created for this project was the Mycelium Web Generator, a Houdini Digital Asset,” said Southwick.

“Seeing my HDA running live in the engine was incredibly satisfying. Being able to procedurally generate creepy, organic webs to set dress with just a few clicks was my goal.”

Mold has earned Southwick a finalist position in the prestigiouscompetition in the Game Development category, a global showcase of the best emerging talent in creative media.

四虎影视鈥檚 continued certification would not have been possible without the leadership of Faculty Member Joe Jobst, who has championed the integration of Houdini into the Game Art curriculum. His efforts have helped ensure that students not only learn the technical capabilities of procedural tools but also use them creatively to enhance storytelling, design, and worldbuilding. The College thanks Jobst for his ongoing commitment to student success and technical innovation.

With this recertification, 四虎影视 continues to deepen its integration of procedural tools and technical artistry across the Game Art curriculum. Faculty and students will continue to explore new possibilities in real-time visual effects, digital storytelling, and game design through project-based learning, industry mentorship, and ongoing innovation.

For more information about 四虎影视鈥檚 Game Art program and student work, explore the Game Art webpage.

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9,000 miles from home, Game Art grad has followed her own path /news/070225-ga25profile/ Wed, 02 Jul 2025 10:00:00 +0000 /?p=53770 Shreya Kadukar 鈥25, Game Art, took a 鈥渓eap of faith鈥 attending 四虎影视 of Art and Design. Growing up in Kolhapur in western India, she always gravitated toward creative expression,...

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Shreya Kadukar 鈥25, Game Art, took a 鈥渓eap of faith鈥 attending 四虎影视 of Art and Design. Growing up in Kolhapur in western India, she always gravitated toward creative expression, no matter the media. She danced, sculpted, stitched clothes for her dolls, and made stop-motion videos with her Barbies. Her drawings were so promising that her mother enrolled her in private art classes, but she didn鈥檛 always see the same promise in herself.

Shreya Kadukar was the 2024-2025 Trustee Scholar for Game Art.

Kadukar assumed her future was in business until an aptitude test in 10th grade suggested an inclination toward fine arts. 鈥淭hat didn鈥檛 dictate my path, but it gave me confidence,鈥 she said, 鈥渆specially at a time when I felt others were more skilled than me.鈥

Her path became clearer when she met a family friend who had studied Game Art at 四虎影视. 鈥淚 looked it up, and instantly, something clicked,鈥 Kadukar said. 鈥淚 decided then and there that I wanted to go to Ringling.鈥

Even then, Game Art wasn鈥檛 the obvious choice. Kadukar wasn鈥檛 the most passionate gamer in her friend group, and so much of her artistic development up to that point had been focused on drawing. But the College exposed her to a wide range of ideas and creative expressions. She was fascinated by the idea of storytelling through digital environments.

But her real evolution occurred in the way she thinks about art itself. And she now believes that that new mindset has set her up for future success.

鈥淏efore college, I was mostly focused on sharpening my skills, like I was drawing just to get better at drawing,鈥 she said. 鈥淏ut at Ringling, I was challenged to think beyond technique and reflect on the 鈥榳hy鈥 behind my work. I began caring more about what my art makes people feel rather than just how it looks. It was a shift from simply making to truly creating, and that change in mindset made me more confident and intentional as an artist. I now spend more time introspecting and crafting work with a clear purpose鈥攕omething that feels personal, meaningful, and distinct in a world full of incredibly skilled creators.鈥

For her senior thesis, Kadukar created a Rajasthan-inspired courtyard that conveyed a story of love and memory. She was inspired by the history and architecture she grew up with in India, and she wanted to pay homage to that world. The project became deeply nostalgic, both in gathering physical references and in drawing inspiration from her favorite director, Sanjay Leela Bhansali, whom she called a 鈥渕aster world-builder.鈥

As a result, her thesis is 鈥渢he most emotionally driven piece I鈥檝e created,鈥 Kadukar said. 鈥淚t felt like telling a story that was very close to my heart, in a language I truly connect with鈥攁rt.鈥

Currently, Kadukar works for a virtual production studio, where she鈥檚 鈥渄iving into the world of real-time filmmaking,鈥 she said. She even created her own short film, with support from Sarasota鈥檚 Storyvox.

鈥淚t honestly felt like the beginning of a new creative journey, and it鈥檚 inspired me to keep exploring the possibilities of film and games even further,鈥 she said. 鈥淟ooking back, the path I took wasn鈥檛 one I ever imagined, but I鈥檓 really glad I followed it.鈥

Contact:
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Alumni Success Stories: 2024 Game Art grads making their mark /news/012925-gameartalumni/ Wed, 29 Jan 2025 10:00:00 +0000 /?p=51914 四虎影视 of Art and Design 2024 Game Art graduates stepped off the stage last May and right into the workforce. Approximately one-quarter of the class was employed within six...

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四虎影视 of Art and Design 2024 Game Art graduates stepped off the stage last May and right into the workforce. Approximately one-quarter of the class was employed within six months, in an industry where it typically takes almost a year and a half for a graduating class to surpass 80% employment. 鈥淭hat鈥檚 a good sign,鈥 said Game Art Faculty Scott Carroll.

Graduates have found jobs at various notable game studios and related companies in the industry, including Lightspeed Studios, Turn 10 Studios, and New Eden Interactive. The success of the Class of 2024 can be added to the achievements of earlier Game Art alumni, who now represent companies like Disbelieve, Pillow Castle Games, Red Storm Entertainment, Sucker Punch Productions, and ProbablyMonsters.

Among 2024鈥檚 Game Art success stories is Laela Russell 鈥24, who turned her student internship at Obsidian Entertainment into a full-time position there as an environment artist.

The Obsidian internship was the first industry experience for Russell, who had initially envisioned working for a game company with more stylized art, like Nintendo. But at 四虎影视, she said. 鈥淚 was quickly introduced to realistic graphics video games and the technical challenges that come along with creating hyper-realistic game environments. I found I enjoyed that challenge. Luckily, these are exactly the type of game environments that 四虎影视 focuses on, so my skillset grew naturally as I progressed through school.鈥

Russell gelled naturally with her Obsidian team and focused on making herself indispensable, even as an intern. (鈥淥ne of the biggest lessons Ringling teaches is a good work ethic,鈥 she said.) Now, as a full-time environment artist, Russell spends most days rotating between responsibilities鈥攕ometimes making and texturing props, sometimes creating foliage and other set dressing.

鈥淎s the project progresses in development, I鈥檝e needed to make fewer props and can now fully focus on environment work like set dressing places of interest on the map, or painting foliage and landscape sculpting,鈥 she explained.

鈥淚t means a lot to me to be able to be a working artist, especially with the state of the industry,鈥 she said. 鈥淚t’s easy to go to work every day when you’re making something you’re truly passionate about, and being a working artist allows me to do so.鈥

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#1 in the World: 四虎影视 shines in latest Rookies rankings /news/101424-rookiesrankings2024/ Wed, 16 Oct 2024 12:59:00 +0000 https://staging-ringlingmainsite.kinsta.cloud/?p=45256 The Rookies have announced their 2024 Annual Rankings of Top Global Creative Schools. Each year The Rookies review work from thousands of students for quality and potential employment prospects. This...

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The Rookies have announced their . Each year The Rookies review work from thousands of students for quality and potential employment prospects. This year they reviewed work from over 6,800 student participants. 四虎影视 of Art and Design ranked highly in over half of the categories, including holding #1 in the world for Motion Graphics for a second year running, #2 in the United States for Top Creative Schools and #3 worldwide. 

For the second consecutive year, Motion Design was ranked #1 in the world for Motion Graphics. The program has occupied top positions in the rankings almost every year and has celebrated three Rookie of the Year Awards over the last five years. The program grabbed #2 in the United States for Visual Effects, thanks to the work of MD faculty member Christian Huthmacher, who has worked hard to bring the program鈥檚 VFX work into the spotlight. They were also ranked  #11 in the World for 2D Animation, and #3 in the United States. Morgan Williams has been incorporating more hand-drawn elements alongside the 2D computer animation project assignments.  

Ringling鈥檚 3D Computer Animation program once again ranked #1 in the United States for Production Excellence and #3 worldwide. They were also ranked #1 in the United States for Production Excellence in 3D Animation and #5 worldwide.

Virtual Reality Development was named #1 in the United States for Production Excellence in Immersive Media and #2 in the United States for Immersive Media. 

Game Art claims #2 in the United States for Game Design and Development. The College was also named #2 in the United States for Concept Art.  

These designations are especially significant today, as colleges all around the country face challenges and even close down. This achievement signifies the College鈥檚 resilience鈥斔幕⒂笆 is flourishing, dedicated to providing students with rigorous academics, cutting-edge technology, exceptional faculty, and state-of-the-art facilities, all enriched by valuable industry experience.

Since 2015, The Rookies have given trusted and industry-respected rankings, providing a reliable showcase of art institutions worldwide. Their official rankings are calculated based on the performance of students鈥 work submitted to their industry panel. According to The Rookies, 鈥渢o formulate these rankings, we engaged industry-leading professionals to review student art portfolios based on criteria that encompass creative skills, technical proficiency, presentation quality, diversity of skills, project complexity, raw talent, and employment potential.鈥 . 

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Record number of Rookie Awards finalists for 四虎影视 /news/071224-rookiefinalists/ Fri, 12 Jul 2024 10:00:00 +0000 https://staging-ringlingmainsite.kinsta.cloud/?p=43843 Twenty-six finalist spots for the 14th Annual Rookie Awards have been awarded to students from 四虎影视 of Art and Design, beating last year鈥檚 total (25) by one. Ringling once...

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Twenty-six finalist spots for the 14th Annual Rookie Awards have been awarded to students from 四虎影视 of Art and Design, beating last year鈥檚 total (25) by one. Ringling once again is one of the top schools for the most entrants, including having more finalists than any other school in Motion Graphics. Finalists for this year鈥檚 contest, which recognizes the world鈥檚 top amateur talent in visual effects, include Ringling students in the categories of Motion Graphics, Immersive Media, Graphic Design, Game Development, and 3D Animation. Winners of the 2024 Rookie Awards will be announced July 31.

Among the 四虎影视 students recognized,, and, were both named finalists for Film of the Year as well as Rookie of the Year in 3D Animation. Eleven Ringling students were named finalists for Rookie of the Year in Motion Graphics; the Rookies also named 四虎影视 the No. 1 school in the world for Motion Design in its 2023 Global Rankings.  

Work from Rookie of the Year finalist Qiaoyi Hu 鈥25, Game Art. 

Here are all of 四虎影视 of Art and Design鈥檚 Rookie of Year finalists:

SeHee Kim 鈥24, Motion Design
Sam Budish 鈥25, Motion Design
Hei Kuok 鈥24, Motion Design
Olive Mei 鈥24, Motion Design
Anastassia Kovach 鈥24, Motion Design
Ana Kuster 鈥26, Motion Design
Yuki Li 鈥24, Motion Design
Kendall Gathas 鈥25, Motion Design
Tricia Joganich 鈥24, Motion Design
Lucia Eugenia Alonso Eiras 鈥26
Nichole Romanoski 1鈥24, Motion Design
Yuna Zhai 鈥25, Virtual Reality Development
Daniel Mainou Reyes 鈥26, Graphic Design
Ivy Jenkins 鈥26, Graphic Design
Ananya Ravichandran 鈥26, Motion Design
Isabelle Drischler 鈥25, Graphic Design
Kerri (Xiaohan) Zhang 鈥25, Game Art
Jonah Ko 鈥24, Game Art
Qiaoyi Hu 鈥25, Game Art
Monica Lagrange 鈥24, Computer Animation
Elena Serenko 鈥24, Computer Animation
Amanda Mai 鈥24, Computer Animation
Skylar Levine 鈥24, Computer Animation
Mason Klesch 鈥24, Computer Animation

About the Rookie of the Year Awards

Starting in 2010, the Rookie Awards offer 12 Rookie of the Year categories for individual entrants, as well as Film of the Year and Game of the Year categories open to individuals and teams. Contest submissions double as portfolio sites where top industry professionals can survey the work of budding artists and potentially recruit the next generation of creative leaders. This year鈥檚 contest garnered 6,797 entries from 574 schools in 104 countries.

is an online resource and showcase for emerging creative talent from around the world in the fields of animation, games, visual effects, immersive design, film, fashion, and industrial design. The organization currently boasts a membership of nearly 90,000 artists from more than 100 countries.

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Students gain industry insights and job connections at 2024 Game Developers Conference /news/040824-gdc2024/ Mon, 08 Apr 2024 10:00:00 +0000 /?p=42607 四虎影视 of Art and Design students, faculty, and staff recently attended the 2024 Game Developers Conference (GDC), held in San Francisco March 18-22. The group represented the College at...

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四虎影视 of Art and Design students, faculty, and staff recently attended the, held in San Francisco March 18-22. The group represented the College at an informational booth in the event鈥檚 expo hall while also experiencing essential seminars and workshops.

This year鈥檚 featured speakers at GDC included Nintendo Executive Officer Takashi Tezuka, Larian Studios Founder/CEO Swen Vincke, Brass Lion Entertainment Senior Writer Evan Narcisse, and Glow Up Games Co-founder/CEO Mitu Khandaker. There were more than 1,000 speakers in total across 730 sessions, workshops, and networking events, and nearly 30,000 attendees registered across all five days.

The 四虎影视 contingent hosted a booth during all three days of the GDC Expo, answering questions, showcasing student work, handing out swag bags, and providing a constant presence for the College. The expo also featured leading technology companies such as Meta, Epic Games, and Microsoft, and included community spaces for experiencing a wide variety of arcade games, alternative controllers, and tabletop games from independent developers. 

In addition to sharing information and making connections with prospective parents and students, companies, and other participants, 四虎影视 students and faculty gained invaluable industry knowledge and opportunities at sessions, summits, and workshops that touched on many aspects of the games industry, including programming, narrative, visual arts, audio, leadership, and career development. 

Ringling students from several majors, including Game Art and Virtual Reality Development, also garnered potential job and internship opportunities, and seniors were able to show off their thesis projects to recruiters from the highest-level companies in the business. 四虎影视 student work was frequently praised for its caliber, with many game company representatives commenting that the College鈥檚 creations stood out as superior to other schools being showcased.

The content of this year鈥檚 conference was guided in part by a 2024 鈥淪tate of the Game Industry鈥 survey, which asked more than 3,000 game developers around the world about far-reaching topics like accessibility, social media, unions, AI, and workplace policies. 

Begun in the 80s as an informal gathering of developers, GDC quickly became a formal computer game conference. The international event now hosts prominent game industry names鈥攂oth established and upstarts鈥攖o explore the future of computer games, consoles, mobile devices, online games, and now VR and AR game and entertainment spaces as well. Next year鈥檚 event has been scheduled for March 17-21, 2025.

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四虎影视 to host fifth-annual Anyone鈥檚 Game Conference /news/021524-anyonesgamelogo/ Thu, 15 Feb 2024 10:00:00 +0000 /?p=41556 Calling all designers, players, and lovers of games!  四虎影视 of Art and Design will host Anyone鈥檚 Game from Friday, Feb. 23-Sunday, Feb. 25 on campus at the Roskamp Exhibition...

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Calling all designers, players, and lovers of games! 

四虎影视 of Art and Design will host from Friday, Feb. 23-Sunday, Feb. 25 on campus at the Roskamp Exhibition Hall. Anyone鈥檚 Game is a tabletop game conference that explores creativity, design, and openness in gaming. Up-and-coming tabletop game developers can test their game designs with players from the community and industry professionals from around the country. and .

The conference will include:

  • Dozens of prototype games for attendees to playtest
  • Tables for game developers to match with players and industry guests to test their games
  • Design workshops led by award winning game designers

Schedule:

  • Friday, Feb. 23: Opening Reception, 6 pm-10 pm
  • Saturday, Feb. 24: Playtesting, 10 am-10 pm
  • Sunday, Feb. 25: Workshops, 11 am-5 pm

Industry pros in attendance will include:

  • PS Berge, game designer and media scholar

Projects include: Fish & Dagger and the ice: a tragic roleplaying game

  • Carlos Cisco, game designer and screenwriter

Projects include: Star Trek: Discovery, MCDM, Candela Obscura

  • Will Hindmarch, game designer and publisher

Projects include: Till the Last Gasp and Gameplaywright

  • Kenneth Hite, game designer and writer

Projects include: Trail of Cthulhu, Night鈥檚 Black Agents, The Fall of Delta Green, and co-host of Ken and Robin Talk About Stuff podcast

  • Caro Murphy, interactive experience and live-action game designer

Projects Include: Star Wars: Galactic Starcruiser, Incantrix interactive theater

All proceeds from Anyone鈥檚 Game go to supporting the Diana Jones Award for Excellence in Gaming. The Diana Jones Emerging Designers Fund amplifies the voices of up-and-coming designers, with a focus on creators from marginalized communities.  

($5 donation): Includes access to all three days of the conference, including opening night reception, Saturday playtesting, and Sunday game design workshops.

($20 donation): Includes access to a table on Saturday, Feb. 24 during the conference hours to run playtests of the designer鈥檚 game. In order to ensure table availability for all designers, designer badges are sold on a first-come, first-served basis. 

When purchasing a Designer Badge, please fill out the so that we can list your game for potential play testers and to enable registration tracking. You must fill out this form in order to ensure that you have a Designer Badge.

For questions about the conference, please contact Rick Dakan at anyonesgame@ringling.edu

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Four majors showcased at national student business leaders conference in Atlanta /news/fbla-recap/ Tue, 18 Jul 2023 12:00:00 +0000 /?p=37116 Last month, 四虎影视 of Art and Design faculty and staff attended the Future Business Leaders of America National Leadership Conference in Atlanta. About 12,000 middle and high school students...

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Last month, 四虎影视 of Art and Design faculty and staff attended the Future Business Leaders of America National Leadership Conference in Atlanta. About 12,000 middle and high school students and 2,000 career and technical education teachers from across the U.S. attended the conference that took place from June 28-30, 2023.

The mission of the Future Business Leaders of America (FBLA) is to inspire and prepare students to become community-minded business leaders in a global society, through relevant career preparation and leadership experiences.

FBLA is the largest career student business organization in the world:

鈥 173,279 high school student members

鈥 12,139 middle school student members

鈥 2,505 college student members

鈥 8,010 High School Career Education Teachers

鈥 1,190 Middle School Career Education Teacher

鈥 655 Collegiate Instructors

Ringling Department Heads Jeff Bleitz, Graphic Design; Jamie DeRuyter, Entertainment Design; Marty Murphy, Virtual Reality Development; Kathleen Sobr, Business of Art and Design; and Morgan Woolverton, Game Art attended the conference, alongside Assistant Dean of Admissions Krista Schiller and Assistant Dean for Diversity, Equity, and Inclusion Curtis Anderson. 

Anderson shared that, 鈥淔BLA鈥檚 conference is a great opportunity for us to connect with ambitious high school students. We can share information about the college with students who might not otherwise have thought about getting an art degree.鈥

Bleitz gave a presentation on developing a captivating visual personality, introducing the skills, tools, and conceptual approaches to designing branded materials. Sobr shared her insights on the many business roles available in the creative industries. DeRuyter and Woolverton presented on the immersive environments of video games and entertainment design, and those four department heads co-led a talk on the role of collaboration in creative business fields. 

Department Heads offered insight into their fields and gave presentations on the type of work that is made in their respective programs. 

Murphy was invited to evaluate competitions in video games and mobile applications for both middle school and high school students. For the high school video game category, participants created word puzzle games similar to Wordle and the mobile app developers were challenged to design an information portal for their school.

四虎影视鈥檚 lapel pin, designed by Illustration student Sky Chandler ’25, was a total success 鈥 attendants ran out before the conference ended.

In the showroom, the Admissions team fielded questions about the admissions process and programs, and passed out giveaways, including a lapel pin designed by current Illustration student Sky Chandler 鈥25, who designed the pin as a student worker in the Design Center during the spring semester. 

FBLA holds a national and annual conference. They help over 230,000 young people prepare for careers in business each year. Read more about the organization and conference on the website. 

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Students make valuable industry connections at national Game Developers Conference /news/041423-gdc2023/ Fri, 14 Apr 2023 12:00:58 +0000 /?p=33687 A group of 四虎影视 students and faculty members traveled to San Francisco in March to attend the 2023 Game Developers Conference (GDC) Showcase. Thirty-seven students and five faculty from...

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A group of 四虎影视 students and faculty members traveled to San Francisco in March to attend the 2023 Game Developers Conference (GDC) Showcase.

Thirty-seven students and five faculty from the Game Art, Virtual Reality Development, and Visual Studies departments attended the annual conference for game developers. 

The conference hosted lectures, panels, and roundtable discussions, with more than 1,000 speakers and 700 sessions, an expo showcasing the latest technologies from prominent companies, and two award ceremonies. 

Students attended seminars on how to build a great portfolio, with discussion panels and one-on-one portfolio reviews. They visited the expo to learn about the latest technologies on the market. Students practiced their networking skills, as they introduced themselves to recruiters from leading companies and organizations. 

鈥淚 got recommendations in addition to getting more experience talking about my work and advocating for myself in preparation for future interviews,鈥 said Ezri Sullivan 鈥23, Game Art. 

Preparing for the conference gave students another chance to work on self-promotion and presentation. Eric Yang 鈥23, Virtual Reality Development, explained that in getting ready, 鈥渢he conference was great motivation to put more time into our business cards, portfolio, and resume.鈥

The students were joined by Joel and Gail Morganroth Endowed Department Head for Virtual Reality Martin Murphy and Game Art Department Head Morgan Woolverton, as well as faculty members Rick Dakan, Joseph Lobst, and Ana Carolina Pereira. 

鈥淎ttending national conferences like GDC is an insightful and necessary touchstone for educators who need to connect with the industry,鈥 said Woolverton. 鈥淚t is also our opportunity to share with the industry at large, our own results as a leading institution as we prepare students for their career.鈥 

More than 28,000 people attended the Game Developers Conference which began in 1988 and has become the leading conference for the field. It takes place annually in San Francisco. It has also expanded to include additional conferences in Los Angeles; Austin, Texas; Vancouver, Canada; Shanghai, China; and Cologne, Germany.

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Virtual Reality faculty Ana Carolina Pereira emboldens students to find success /news/033023-vrwomensmonth/ Wed, 29 Mar 2023 19:30:33 +0000 /?p=33351 Since coming to 四虎影视 in 2020, Ana Carolina Pereira has made quite an impression on her students and colleagues – and across the video game industry. The Brazilian-born Pereira...

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Since coming to 四虎影视 in 2020, Ana Carolina Pereira has made quite an impression on her students and colleagues – and across the video game industry. The Brazilian-born Pereira teaches in the College鈥檚 Virtual Reality Development and Game Art programs, in addition to her prolific work in the video game industry. Before her career at Pereira was the lead technical artist for HTX Labs, an immersive training and education software company. The 3D technical artist says her mission is simple: 鈥渢o make fellow artists, especially beginners, feel empowered, driven and equipped to propel their careers forward.鈥

Pereira received her bachelor鈥檚 degree from The Art Institute of Houston, where she studied game art and design. Prior to joining the faculty at 四虎影视, she taught online for several years, via live stream, content creation, podcasts, mentorship, and event hosting opportunities. She also works in both the virtual reality and video game industries as a freelance artist. Education is a large part of Pereira鈥檚 practice. Her pedagogy includes empowering the next generation of 3D industry professionals and she is currently writing a book to help young professionals thrive in their fields.

Three-dimensional artwork by Ana Carolina Pereira, who uses her own practice and artwork as educational tools in demonstrations.听

In an interview with Virtual Reality Development student Devon Royer 鈥25, Pereira discusses the challenges she鈥檚 faced along her career path and how she overcame them. As a follow-up to that interview, we asked Pereira about her experiences in the field and what new developments are exciting her right now.听

I know from your International Women鈥檚 Day interview that you learned virtual reality while you were in school. Were you in a VR program, or was that part of the curriculum of another program at The Art Institute of Houston?

Pereira I have a bachelor鈥檚 degree in game art and design, and unfortunately VR was not included in my formal education. I learned VR while on the job. 

Do you have many freelance projects? If so, can you tell me about anything cool you have worked on recently?

Pereira I do quite a few freelance projects per year, most of them related to education. Recently I made some 3D meshes to be used in an advertising campaign against domestic violence. I also made a 3D virtual set for an industry event called the ZBrush Summit. You can see some behind the scenes on .

Are there any new application possibilities for VR that you are excited about right now?

Pereira Absolutely. Personally, I am very interested in where VR is going in general, but I have been watching the content-creation side: immersive virtual sets, AR filters, 3D avatars, etc.

I love that you spoke so much about work-life balance and vacation in your video interview. In addition to all the obvious benefits of time off and rest, do you think your art practice is informed by the activities you do outside of work?

Pereira Yes. Creativity comes from all sorts of places, but for me I find it in nature, other people, and animals. Whenever I go out for walks I always come back energized. 

Virtual reality artist Ana Carolina Pereira speaks frankly about work/life balance and her struggle with her own ambitious expectations as an international student.

The Virtual Reality Development bachelor鈥檚 degree program at 四虎影视 was established in 2018 as the first program of its kind at an art and design school in the U.S. The program has since the program has expanded to include a minor. The VR field is rapidly growing across both entertainment and enterprise industries, expanding the scope of possibilities in the field. Ringling students in the program learn to create an immersive reality that can inform, educate, entertain, and change the way the world thinks about industries including healthcare, architecture, education, media, and more. Today, virtual reality technology is being used to improve safety within the work environment, champion social justice, and help people recover from trauma.

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