Catalog Version XXIX Addendum Published April 23, Page 6 Catalog Information

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1 1- Page 3 School Information Catalog Version XXIX Addendum Published April 23, 2014 The Digital Animation and Visual Effects School The DAVE School a division of Florida Technical College, Inc. (FTC) Challenger Parkway, Orlando, FL A nonpublic career education school providing technical training for people who want to become Visual Effects or Game Artists David Ruggieri, President and COO Jeffery Scheetz, Executive Director Florida Technical College is a college accredited by the Accrediting Council for Independent Colleges and Schools (ACICS) to award Bachelor degrees, Associate of Science degrees, and diplomas. ACICS is listed as a nationally recognized accrediting agency by the United States Department of Education and is recognized by the Council for Higher Education Accreditation. ACICS is located at 750 First Street, NE, Suite 980, Washington, DC (202) ACICS has approved the DAVE School programs and ACICS has approved the DAVE School as a location of Florida Technical College (FTC). Florida Technical College is licensed by the Commission for Independent Education, Florida Department of Education. Additional information regarding this institution may be obtained by contacting the Commission at 325 West Gaines Street, Suite 1414, Tallahassee, FL , toll-free (888) The Commission for Independent Education has approved the DAVE School as a location of FTC. 2- Page 6 Catalog Information Florida Technical College has Continuing Education programs and two academic units, the Digital Animation & Visual Effects School (DAVE School) and LaSalle Computer Learning Center (LCLC). This catalog focuses on courses and policies related to the DAVE School programs that are not offered through FTC, FTC Continuing Education, or LCLC. Catalogs that focus on courses and policies related to programs offered through FTC, FTC Continuing Education, and LCLC are published separately. 3- Pages Program Curriculum Our premiere Digital Animation & Visual Effects Program has been renamed the Visual Effects Production Program. Game Production Program *NEW* The first twelve months of the program focus on education and skills training, broken down into three month terms that we call Blocks. The last three months provide an amazing studio experience; students learn practical skills by working as part of a specialized team on the development of a game. This program is designed to give each student practical and thorough exposure to each of the major disciplines needed for game art content creation. This includes games produced by both major game studios working on AAA titles and independent production houses working on mobile gaming and other applications. Here you find your specific skill-set and sharpen it until you are of real value to employers. The instructors for each Block are specialists in their respective fields and have been chosen for their outstanding work as artists and educators. Each has a passion to share their experience and help prepare you for a career as a game artist. Our program is taught with the assumption that each student is computer literate, but has no prior experience in computer graphics. We follow the Page 1 of 7 April 23, 2014

2 "teach a man to fish" philosophy. We will show you the proper tools and techniques used by industry professionals. We will mentor you and provide both critique and support. But we will not walk you through your projects step-by-step. This "tough love" approach ensures that every student is capable of handling the challenges they will face in the real world. Our ideal student is one who has a strong work ethic, a positive attitude, and a passion for problem solving. Each Block in our program consists of 300 clock hours of study. The grading for each block is based on the cumulative GPA from all course projects. Students must have a passing grade from each Block in order to progress through the program. Classes meet five hours per day, five days per week. Lab time during class hours is provided, however we expect each student to dedicate an appropriate amount of time outside of class to work on assignments and meet project deadlines. The Game Production program is not currently approved for International student Visas or Veteran benefits. GP101 Game Production Block Hours This course covers the creation and production of games that range from computer, handheld, console and arcade games to games on the internet, games on mobile phones and other wireless game applications. After game design documents are ready and designs are complete, a team of skilled artists is assembled as the game goes into production. The first six weeks of our program provide a practical overview of the entire game development process on a simplified scale. Students will build and texture models, animate characters, and build levels. Everything taught in the rest of this program is a deeper exploration of each of these areas. Prerequisite(s): None GP151 Environmental Modeling Block Hours In this course, students learn the process by which a piece of concept art is interpreted and used to model out game environments, vehicles, props, etc. In the process, students will learn various modeling tools, techniques, and workflows, as well as numerous theories and methods used to create game art. Students will also explore common errors and mistakes to avoid so that the digital assets will run efficiently in real time and will light correctly. Prerequisite(s): GP101 GP201 Environmental Texturing Block Hours Texturing is a method for adding detail, surface attributes, or color to a computer-generated graphic or 3D model. Working with models already provided, as well as those created in class, students will learn the basics of creating textures that are both highly convincing as well as aesthetically pleasing. Students will learn to develop textures for in-game environments including color maps, normal maps, speck maps, height maps, AO maps, detail maps and transparency maps. This portion of the course also covers the creation of simple as well as complex shaders and UV map textures for polygonal surfaces. Prerequisite(s): GP101 and GP151 GP251 User Interface Design Block 2 20 Hours The user interface is one of the most important parts of any game because it determines how easily the gamer can make the game do what they want. A powerful game with a poorly designed user interface has little value. This course prepares students to conceptualize and prototype interface functionality, look, and feel. Students will create user flow diagrams and interface prototypes while maintaining a consistent art style throughout an entire game. Students will learn how to design interfaces that complete tasks efficiently while providing a positive experience for the user. This course covers core UI principles and practices, design theory, and how to meet a game's functional requirements and technical considerations. Prerequisite(s): GP101, GP151, and GP201 GP252 Level Creation and Lighting Block Hours Level creation, also referred to as environment design or game mapping, is the process of creating game levels. This is done using a level editor (software used in game development to construct digital environments). Level design is both a technical and an artistic process. In this course, students will learn to create and light levels using the environmental content created earlier in the program. They will learn to ensure that the game play within the level reflects the vision of the game. Prerequisite(s): GP101, GP151, GP201, and GP251 GP301 Character Modeling and Rigging Block Hours This course covers the creation of 3D characters that are game ready. Working from approved concepts, students learn to create game character models that can be animated and rendered for real time use in games. In addition to modeling, this course covers character rigging. Rigging is the process by which an artist prepares a 3D character model for animation. Rigging involves the placement of an underlying bone structure within the model that allows the character to move. Students will create character rigs that allow animators to breathe life into the characters that live within the game. Prerequisite(s): GP101, GP151, GP201, GP251, and GP252 Page 2 of 7 April 23, 2014

3 GP351 Character Sculpting and Texturing Block Hours Games often consist of visually unique characters that are the stars of the game. The Character Sculpting portion of the course examines the process of how artists create these characters. This course covers the tools and techniques used for sculpting and texturing highly detailed characters and the process of generating image maps used to transfer the detail from the high resolution character over to the low resolution model. Prerequisite(s): GP101, GP151, GP201, GP251, GP252, and GP301 GP401 Character Animation Block Hours From a basic movement to complex performances that make us laugh or cry, great character animation is simply great acting realized though the computer. In addition to learning the tools that make a character move, you will learn what it means to be an actor. There will be live theater exercises that will fuel your vision for what and how your character can express a thought or a feeling. This course presents a focused study of character animation specifically for the game industry and its particular needs. Students will learn to create actions and reactions, the performances that are needed to give a player exciting feedback responsiveness and the core essentials of game animations while also learning the everyday practices of game industry professionals. Prerequisite(s): GP101, GP151, GP201, GP251, and GP252 GP451 Motion Capture and Simulation Block Hours Motion capture is the process of tracking and recording the movement of objects or people and using that information to drive the motion of an animated character model. This portion of the course explores the use of motion capture for gaming as well as tools that use physics equations to calculate what happens when one object comes into contact with another. Included in this training is a look at how simulation can bring realistic motion to a character s hair and clothing. Prerequisite(s): GP101, GP151, GP201, GP251, GP252, and GP401 GP452 Online Portfolio Block 4 20 Hours The internet plays a crucial role in finding employment. In this course you will learn how to craft your work samples into a demo reel that will make you and your skill set attractive to employers. Each student will create a website and learn of simple, but effective ways to promote it. Prerequisite(s): GP101, GP151, GP201, GP251, GP252, GP401, and GP451 GP501 Final Game Project Development Block Hours By this point in our program you have received in depth education and moderate experience in every major discipline used in game art production. Now it is time to choose a specialty and elevate those skills to the level required by top employers. In a counseling session with the Director of Education, we review each student s academic progress as well as their talent, interests and career goals. They then become part of a specialized production team. Students will work as they would at a major game studio. An experienced production manager will assign tasks that contribute to the eventual completion of the project and will also supervise students work. The production manager is ultimately responsible for creative guidance and monitoring the quality of every production element. By meeting his or her standards, students will be producing industry quality work that will be included on their demo reel. Your graduating class will create an original game level that must be completed in time to screen at Graduation. Working against an unforgiving countdown clock you will find creative ways to complete amazing work on deadline. Prerequisite(s): GP101, GP151, GP201, GP251, GP252, GP301, GP351, GP401, GP451, and GP452 GP551 Employment Strategies Block 5 40 Hours While the school s placement office is a great place to start, you will need to be able to identify and address employment opportunities for the entire duration of your career. Through a series of lectures and exercises, you will come to understand employers, how they think, what they want, and things you can do to become the obvious solution to all of their problems. Prerequisite(s): GP101, GP151, GP201, GP251, GP252, GP301, GP351, GP401, GP451, GP452, and GP501 Definition of a Clock Hour One clock hour equals 50 minutes of class time plus 10 minutes of break. Course Numbering System A course number is preceded by an alpha code, and three numerical digits. The alpha code is an acronym for either digital animation and visual effects DAVE or game production GP. The first numerical digit represents the Block number, while the second two digits represent the sequence in which the courses must be completed, i.e., 101 prior to 201; 251 prior to 252; and so forth. 4- Page Staff & Faculty Andrea Clemens Admissions Director Andrea earned her Master s in Clinical Social Work from Boston University. She worked as a clinical therapist for several years in a variety of settings with children, adolescents and adults. Andrea then turned to pharmaceutical sales for a number of years before becoming involved in school admissions. Now after more than eight years as an admissions advisor, she has Page 3 of 7 April 23, 2014

4 discovered this to be by far her favorite career of the three! Andrea truly enjoys assisting students in their quest to fulfill their life-long passion for animation and visual effects. Roger Borelli Instructor Roger has over 25 years of experience as a Makeup Effects Artist and 3D Modeler/Texture Artist in the entertainment industry. He has worked on films including Army of Darkness, The Nutty Professor, Men in Black, Star Trek: Nemesis, Chicken Little, Meet the Robinsons, Astro-Boy, as well as on TV shows such as Max Steel, Green Lantern: The Animated Series, and DreamWorks Dragons: Riders of Berk. Tom Bremer Instructor Tom has over 9 years of experience as a visual effects artist. He is a 2004 graduate of The Digital Animation & Visual Effects School. In 2010 Tom received a Prime Time Emmy Award for Outstanding Visual Effects for his work on CSI: Crime Scene Investigation. He has also worked on films including The Hunger Games and The Amazing Spider-Man. Angel Gonzalez Gaming Dean Angel comes with over 10 years experience in the gaming industry. He is a 2003 graduate of The Digital Animation & Visual Effects School. Games titles Angel worked on while a game developer at Terminal Reality included Ghostbusters, Star Wars Kinect, and Walking Dead: Survival Instinct. Aaron Juntunen Instructor Aaron started his career in Hollywood where he worked at studios such as Shade VFX, Amalgamated Pixels, and Rhythm and Hues, as a 3D generalist with a focus on character animation. Also while in LA he worked on a wide variety of projects including commercials, special venue shows, TV shows, and movies. Later Aaron moved to Beijing, China where he made the transition from VFX animation to video game animation. There he became animation director for Mindwalk Studios and worked on titles such as Dead Space 2, Dead Space 3, Family Guy Online, Sims 4, and Elder Scrolls Online. He is a 2008 graduate of The Digital Animation & Visual Effects School. Josh Opel Instructor Josh has over 8 years experience in the gaming industry. He comes to us from Terminal Reality where he worked alongside Angel Gonzalez on the game titles Ghostbusters, Star Wars Kinect, and Walking Dead: Survival Instinct. The following instructors are no longer employed at DAVE School: Todd Palamar Dave West 5- Page 27 Program Tuition Program Tuition is provided in the chart below: Program Clock Hours Credits Weeks Tuition Visual Effects Production 1200 n/a 48 $33,500* Game Production $33,500* There are no additional costs or supplies required for the completion of the programs. Each student has access to a computer graphics workstation for his or her own exclusive use during class hours. A student may choose to purchase copies of the software taught in the program for use on his or her home computer. Student discounts on software may be available through the school, publishers, and/or through online educational software providers. A $25 fee is due upon applying for admission. *Tuition is subject to change. However, the tuition on the Enrollment Contract signed by the student and the school is binding. 6- Page 28 Financing Please contact the school to learn more about our current financing options. Should any student default on a loan or other financing option at any time, he or she will not be permitted to attend classes or take advantage of special graduate benefits until the account has been brought up to date, with all outstanding debts paid. The DAVE School is approved by the applicable State Approving Agency for Veterans Affairs and participates in many Veterans Educational Benefit programs. Veterans Educational Benefits are provided by the Department of Veterans Affairs, third party provider. Students interested in Veterans Educational Benefits should contact the school s designated Certifying Official at for additional information. Title IV loans and grants are not presently available to students enrolling in The DAVE School. Page 4 of 7 April 23, 2014

5 7- Page 30 Academic Calendar Visual Effects Production Program Start Dates START Jan. 7, 2013 April 8, 2013 July 1, 2013 Sept Jan. 6, 2014 April 7, 2014 June 30, 2014 Sept. 29, 2014 Jan. 5, 2015 April 6, 2015 June 29, 2015 Sept Jan. 4, 2016 April 4, 2016 NIGHT/ MORNING Night Morning Afternoon Morning Afternoon Morning Afternoon Morning Afternoon Morning Afternoon Morning Afternoon Morning HOURS 6:00 PM 11:00 PM 8:00 AM 1:00 PM 2:00 PM 7:00 PM 8:00 AM 1:00 PM 2:00 PM 7:00 PM 8:00 AM 1:00 PM 2:00 PM 7:00 PM 8:00 AM 1:00 PM 2:00 PM 7:00 PM 8:00 AM 1:00 PM 2:00 PM 7:00 PM 8:00 AM 1:00 PM 2:00 PM 7:00 PM 8:00 AM 1:00 PM Game Production Program Start Dates TUITION DUE Dec. 7, 2012 March 8, 2013 June 1, 2013 Aug. 30, 2013 Dec. 6, 2013 March 7, 2014 May 30, 2014 Aug. 29, 2014 Dec. 5, 2014 March 6, 2015 May 29, 2015 Aug. 28, 2015 Dec. 4, 2015 March 4, 2016 GRADUATION Dec. 18, 2013 April 2, 2014 June 25, 2014 Sept. 24, 2014 Dec. 17, 2014 April 1, 2015 June 24, 2015 Sept. 23, 2015 Dec. 16, 2015 March 30, 2016 June 27, 2016 Sept. 21, 2016 Dec. 14, 2016 March 29, 2017 Subject to change 8- Page 32 Admissions Requirements Prospective Students must furnish proof of a high school diploma or equivalent. If an applicant is under 18, he or she must provide the written consent of his or her parent or guardian. See the Graduation Requirements (Addendum) for more detailed information. Applicants are not required to have any previous animation or game arts experience, but a strong desire to become a professional computer animator or game artist is necessary. Applicants should also possess basic computer and Internet usage skills. We do not have an illustration or traditional art prerequisite. While those are valuable skills that you will find useful, we believe that 3D modeling and animation is a completely unique art form. In fact, we place an equal value on experience in filmmaking, acting, theater, lighting, stagecraft, web-design, programming, painting, writing, music, sculpture, model building, crafts or just about any creative endeavor. Ultimately, we are seeking students who are creative by nature, not intimidated by computers, and driven to excellence. A Sample of Creativity is highly recommended when submitting your admission application. This could be a web page, digital photograph, film or video project, short story, scale model, song, illustration, painting, sculpture... anything! Ideally, it should be submitted in some form that we may keep, such as duplicates, pictures, CD or DVD, etc. If you have a unique situation, requiring special handling or anything unusual, give us a call and we will work with you. The DAVE School is not for everyone. The field of animation and game art can be a very tough nut to crack. Jobs go vacant before they go to the under qualified. As with many things, success requires personal dedication that goes way beyond our program. It is not enough to simply attend and participate. You have to want it, and be willing to work very hard for it. You must strive to grow as a craftsman, a storyteller and an artist. Our school is an incredible resource to help you on your journey but it is still YOUR journey. 9- Page 36 Maximum Program Length START Sept NIGHT/ MORNING Afternoon HOURS 2:00 PM 7:00 PM TUITION DUE Aug. 30, 2013 GRADUATION Dec. 17, 2014 Subject to change Required Completion Rates At the end of each Evaluation Point, students are required to achieve the Minimum Required Completion Percentage, as shown in the table below. The Minimum Required Completion Percentage is the Clock Hours Earned divided by the Clock Hours Attempted. If a student fails, or chooses to Page 5 of 7 April 23, 2014

6 retake a class, both the original class and the repeated class are counted as Clock Hours Attempted. Transferred credits are included as Clock Hours Attempted and as Clock Hours Earned. Required Grade Point Average Students must maintain the Minimum Required Cumulative Grade Point Average (CGPA) as shown in the table below. Any course with a grade of Withdrawal (W), Fail (F), Incomplete (I) or Transfer Course credit (TC) is not considered in the calculation. Only the higher grade obtained in a repeated course is included in the calculation. Maximum Time Frame The maximum time frame in which a student is permitted to complete a program of study is outlined below. Repeated courses and transfer credits accepted are included. VFX Production 150 % (One and one half times program length.) Normal Program Length = Four (4) 12 Week Terms Maximum Program Length = Six (6) 12 Week Terms Evaluation Point Clock Hours Attempted Required Clock Hours Earned Minimum Required Completion Percentage Minimum Required CGPA End Block % 0.00 End Block % 1.00 End Block % 1.30 End Block % 2.00 Game Production - 140% (One and two fifth times program length.) Normal Program Length = Five (5) 12 Week Terms Maximum Program Length = Seven (7) 12 Week Terms Evaluation Point Clock Hours Attempted Required Clock Hours Earned Minimum Required Completion Percentage Minimum Required CGPA End Block % 0.00 End Block % 1.00 End Block % 1.30 End Block % 1.50 End Block % 2.00 Students are expected to maintain satisfactory academic progress throughout the duration of the program. Cumulative grades are calculated and reports are issued at the end of each term. A GPA of less than 2.00 at the completion of a term constitutes failure of that block. 10- Page 39 Graduation Requirements A Diploma will be presented to each student who has: 1. Successfully completed all blocks with a minimum CGPA of 2.0, C; 2. Attended all required clock hours of instruction; 3. Submitted a final demo reel; 4. Completed student housing check-out inspection (Only applies to students in school housing); Diplomas are presented at a graduation ceremony held at the end of each program. The DAVE School reserves the right to withhold transcripts and/or diplomas if a student has not fulfilled all monetary obligations to the school. Graduate Auditing Graduates in good financial standing with the school may audit any class within a program he or she has successfully completed, subject to availability. 11- Page 47 FTC Administrative Board President and COO, David Ruggieri Executive Assistant to the President and COO, Jennifer Durant Vice President of Operations, Michael Zuccheri Provost and Vice President for Academic Affairs, Dr. David Penn Director of Compliance, John Sticken Vice President of Career Services, Karen White Vice President of Financial Aid, Debbie Diaz Vice President of Marketing and Admissions, Tony Wallace Dean of Academic & Campus Support, Malia Brady Regional Facilities Manager, Raul Durant Regional MIS Director, Steve Porter Page 6 of 7 April 23, 2014

7 12- Page 48 Legal Ownership / Governing Body The DAVE School (The Digital Animation & Visual Effects School) is a Division of Florida Technical College, Inc., a privately held corporation and member of the EduK Group, operating according to the Laws of the State of Florida. The institution is governed by a Board of Directors, located at 350 Park Avenue, 23rd Floor, New York, New York The operation of the Institution is coordinated by officers of the corporation, appointed by the Board of Directors. The current Board of Directors is as follows: Jeffrey Leeds Scott VanHoy Guillermo Nigaglioni Erik Brooks Joel Meyerson Page 7 of 7 April 23, 2014

8 The Digital Animation & Visual Effects School at Universal Studios Florida Sound Stage Universal Studios Plaza Orlando, Florida Catalog Version XXIX Phone: (407) Fax: (407) Web:

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10 The Digital Animation and Visual Effects School The DAVE School a division of Instituto de Banca y Comercio, Inc. (IBC) 56 Road 20, Guaynabo, Puerto Rico, A nonpublic career education school providing technical training for people who want to become Visual Effects Artists Guillermo Nigaglioni, President Jeffery Scheetz, Executive Director Licensed by the Commission for Independent Education Florida Department of Education CIE License #2319 Additional information regarding this institution may be obtained by contacting the Commission at 325 West Gaines Street, Suite 1414 Tallahassee, FL Accredited by the Accrediting Council of Independent Colleges and Schools to award diploma credentials. The Accrediting Council for Independent Colleges and Schools is listed as a nationally recognized accrediting agency by the United States Department of Education and is recognized by the Council for Higher Education Accreditation. ACICS School # First Street, NE, Suite 980 Washington, DC All photographs in this catalog were taken at the existing DAVE School facilities in Orlando, FL.

11 Table of Contents TABLE OF CONTENTS... 4 FROM THE EXECUTIVE DIRECTOR... 7 ABOUT THE DAVE SCHOOL... 8 MISSION STATEMENT... 8 OCCUPATIONAL GOALS AND SCHOOL PHILOSOPHY... 8 HISTORY... 8 CLASS SIZE... 8 DAVE SCHOOL FACILITIES... 9 PROGRAM CURRICULUM DEFINITION OF A CLOCK HOUR DAVE 101 DIGITAL MODELING & TEXTURING DAVE 201 FUNDAMENTALS OF COMPUTER ANIMATION DAVE 301 MOVIE MAGIC THE ART OF VISUAL EFFECTS DAVE 401 STEREOSCOPIC 3D PRODUCTION ADDITION AND CANCELLATION OF COURSES CURRICULUM ADVISORY BOARD STAFF AND FACULTY ADMINISTRATION HOUSING STUDENT ACCOUNTS ADMISSIONS ADMINISTRATIVE SUPPORT FACULTY PROGRAM TUITION PAYMENT SCHEDULE FINANCIAL INFORMATION FINANCING CANCELLATION AND REFUND POLICY VETERANS REFUND POLICY ACADEMIC CALENDAR PROGRAM START DATES HOURS OF OPERATION HOLIDAYS AND PROGRAM BREAKS Page 4 of 49 --

12 ACADEMIC TERMS ADMISSION REQUIREMENTS INTERNATIONAL STUDENT ENROLLMENT ADMISSIONS PROCESS ADVANCED PLACEMENT AND TRANSFERENCE OF CREDIT SATISFACTORY ACADEMIC PROGRESS (SAP) EVALUATION POINTS REQUIRED COMPLETION RATES REQUIRED GRADE POINT AVERAGE MAXIMUM TIME FRAME WARNINGS PROBATION APPEALS GRADING SYSTEM CUMULATIVE GPA RETAKING CLASSES GRADUATION REQUIREMENTS DIGITAL ANIMATION & VISUAL EFFECTS DIPLOMA STUDENT PLACEMENT RULES AND REGULATIONS ATTENDANCE TARDINESS VETERANS ATTENDANCE LEAVES OF ABSENCE RE-ENTRY STUDENT RECORDS CONDUCT ACADEMIC MISCONDUCT SEXUAL HARASSMENT DISCIPLINARY ACTION APPEALS POLICY GRIEVANCE POLICY DISCRIMINATION STATEMENT CONTACT INFORMATION IBC ADMINISTRATIVE BOARD CORPORATE LEVEL LEGAL OWNERSHIP / GOVERNING BODY Page 5 of 49 --

13 This catalog contains information related or applicable to The DAVE School only. Information related to Instituto de Banca y Comercio, Inc., as a whole is published in a main catalog available at -- Page 6 of 49 --

14 From the Executive Director Prior to founding The DAVE School with my wife Anne, I was an Animator and Visual Effects Supervisor at Foundation Imaging, one of the top visual effects houses in Hollywood. As part of my job I handled artist recruitment; and in 1999, I personally hired over 60 animators to work on an all computer animated version of Starship Troopers. I screened hundreds of unacceptable demo reels. Even the worst of them showed a great deal of effort, but a terrible lack of direction and an unrefined skill set. The reels I got from animation school graduates also failed to demonstrate the qualifications most facilities require. I could not find a single school that consistently produced qualified entry-level animators with practical skills in the creation of visual effects So I started one that does. The DAVE School offers complete immersion into the art and science of computer graphics with extensive practice under qualified supervision. My experience as an animator, producer, and recruiter, gave me a unique appreciation for what it takes to succeed in this field. Working with industry colleagues from several Los Angeles based effects houses; I created courses with exercises based on actual work assignments. The program was designed to give you a powerful command of the tools used in animation and visual effects production. It was also designed to strengthen your aesthetic senses and artistic development. Computer animation and visual effects are relatively new fields, making practical training more important than ever. The days of the self-taught artist breaking into the business without formal training are all but over. The demand for top-notch work is increasing, with generous salaries available for the most talented. For this reason, employers expect you to perform with skill and confidence on day one, making on-the-job training extremely rare. The DAVE School is in its 13 th year, and its graduates continue to write new chapters in entertainment history. They are highly skilled, and well prepared to enter the workforce. Be a part of history! Jeff Scheetz DAVE School Founder -- Page 7 of 49 --

15 About the DAVE School Mission Statement The DAVE School was created to consistently provide specialized career training in the art and science of computer animation and visual effects as it relates to motion pictures, television and games. Occupational Goals and School Philosophy Computer animation and visual effects for gaming and film are exciting fields for those with the right blend of talent and skill. The DAVE School believes that it can make a huge difference in a student's development. Every lesson plan is based on objectives faced by professionals on a daily basis. History The Digital Animation & Visual Effects School was founded on June 8, 2000, by Anne and Jeffery Scheetz. At the time Jeff was a Visual Effects Supervisor and the school was a way to institutionalize his body of knowledge in computer animation production and pass on techniques and traditions to the next generation of digital artists. Class Size While our average class size is between 20 and 30 students, our maximum size for each class is 40 students. An instructor leads each class and is assisted by teaching assistants with an aim to maintain a student to instructor/assistant ratio of 10 to 1. When needed, we bring in additional teaching assistants to provide help with complex subject matter. -- Page 8 of 49 --

16 DAVE School Facilities At Universal Studios Florida The DAVE School is located on the backlot of Universal Studios Florida. Our facility consists of a 36,055 square foot space inside Sound Stage 25. In addition to its two theme parks, Universal Studios and Islands of Adventure, Universal operates a fully functional motion picture and television production facility. During the program, students tour many of these facilities. Certain assignments require use of Universal s facilities, so each student is issued an annual pass, which grants him or her access to the theme parks during operating hours. We also enjoy use of Universal s backstage areas including the employee cafeteria. Learning Lab Students beginning their training find themselves in the Learning Lab. The Learning Lab is arranged in a traditional classroom seating plan with a computer workstation for each student. Students start their training on workstations complete with industry-standard technology. All systems are equipped with battery backups and utilize software from companies such as NewTek, Autodesk, Pixologic, Adobe, The Foundry, Pixelfarm, and Vicon. -- Page 9 of 49 --

17 Studio Lab Students meet in the Studio Lab the second half of the school year. This setting is a more collaborative environment similar to a working animation studio. Workstations found in this lab are real workhorses that can handle most anything thrown at them and are equipped for both video editing and DVD authoring. Shooting Stage Many of our visual effects courses and projects require shooting scenes and elements on a Green Screen stage. Our stage has a permanent 60 by 25 foot seamless L-shaped chroma key green cyclorama installed with a lighting rig using Keno-Flow lights. Keno-Flow is the industry standard for Green Screen photography and compositing. Motion Capture Studio Motion Capture is a process where an actor wears a special suit covered with sensors. These reflective sensors, in conjunction with multiple cameras, are used to record the actor's motion data to the computer, which is then applied to a computer animated character. Motion Capture can be used in Visual Effects to populate the deck of a computer generated ship (Titanic), in video games to animate characters (Call of Duty: Modern Warfare), or to bring an animated creature to life (Cesar in Rise of the Planet of the Apes). -- Page 10 of 49 --

18 3D Lecture Theater Most lectures and guest presentations take place in our lecture theater. Part of our curriculum includes film study and project analysis; therefore the theater is equipped with a stereo sound system and a stereoscopic 3D projector system. Unlike most schools, our lecture and lab have been integrated into one class. The instructor you have for a lecture is the same person who will then supervise the exercise. All of the school facilities will accommodate wheelchairs and are ADA compliant. Library and Resources The School maintains a library of industry-specific periodicals, reference books, video tutorials, blueprints, full-length feature films, models, demo reels, etc.; regularly supplementing this reserve with additional materials and project specific resources. Access to the library is granted any time during regular school hours upon request. Students are permitted to borrow materials at two-week intervals and must checkout items through the reception desk. Program completion certification will not be rewarded until all materials borrowed during enrollment have been returned. Overdue notice will be issued and students will be held responsible for replacing any items deemed non-returnable due to loss, damage, etc. Textbooks and Required Reading Any textbooks required during the program are loaned to each student for use while enrolled; or students who wish to own their own copies may choose to purchase these titles at their own expense. Completion certification will not be rewarded until all books assigned to a student during the program (as well as any library materials) have been returned. Students will be held responsible for the replacement of or reimbursement for books deemed non-returnable due to loss or damage. -- Page 11 of 49 --

19 Program Curriculum Digital Animation and Visual Effects Program The DAVE School teaches a single program spanning four terms (which we call "Blocks"). Each Block lasts three months, during which time a single course is taught. The course for each block focuses on a major discipline within the computer graphics industry. A number of subjects related to that discipline are taught throughout the Block. For example, in our Animation Block, you will learn the techniques developed by Disney animators to bring characters to life. You will also learn subjects related to animation such as biped and quadruped character rigging, ragdoll physics, and motion capture. Our program is designed to give students a broad range of skills. This is an important distinction. Many computer graphics schools require students to specialize in a specific area of study or commit to a specific track. We believe this limits your career options after graduation. The diversity of our program allows students to pursue a wide range of jobs in the computer graphics industry, from feature film and television effects to game art, print advertising, architectural visualization and military simulation. The disciplines learned in the first three Blocks come together in the fourth and final Block where students engage in actual production. The Block 4 project is the hallmark of the DAVE School. It defines the graduating class and ensures that every student coming out of our program has a working knowledge of the procedures used in the Hollywood animation and visual effects industry. The instructors for each Block are specialists in their respective fields and have been chosen for their outstanding work as artists and educators. Each has a passion to share their experience and help prepare you for a career as a production artist. Our program is taught with the assumption that each student is computer literate, but has no prior experience in computer graphics or animation. We follow the "teach a man to fish" philosophy. We will show you the proper tools and techniques used by industry professionals. We will mentor you and provide both critique and support. But we will not walk you through your projects step-by-step. This "tough love" approach ensures that every student is capable of handling the challenges they will face in the real world. -- Page 12 of 49 --

20 Our ideal student is one who has a strong work ethic, a positive attitude, and a passion for problem solving. Each Block in our program consists of 300 clock hours of study. The grading for each block is based on the cumulative GPA from all course projects. Students must have a passing grade from each Block in order to progress through the program. Classes meet five hours per day, five days per week. Lab time during class hours is provided, however we expect each student to dedicate an appropriate amount of time outside of class to work on assignments and meet project deadlines. Definition of a Clock Hour One clock hour equals 50 minutes class time plus 10 minutes break. DAVE 101 Digital Modeling & Texturing The purpose of this Block is to give students a comprehensive understanding of 3D modeling and texturing techniques needed to construct objects for feature films and video games. Students who complete this term will have a concrete knowledge of hard surface and organic modeling techniques, material properties, 3D lighting & rendering, procedural & image-based texture mapping, and digital sculpting. (300 clock hours) Introduction to 3D Modeling 25 hours In the first section of Block 01, students are introduced to the principles of 3D modeling. The section begins with an overview of Cartesian space, the definition of 3D elements, and construction of objects from primitives. Problem solving skills and good workflow are stressed. The section concludes with the creation of a complex real-world object. Hard Surface Modeling Techniques 50 hours Most 3D objects can be classified as either hard surface or organic. Hard surface objects are typically manmade, such as robots, architecture, and vehicles. In this section, students will learn the tools needed to build feature-film quality hard-surface objects. Students will also learn basic lighting, surfacing and rendering techniques along with presentation techniques which will be used to create a demo reel at the end of the Block. -- Page 13 of 49 --

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