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 --
21 Organic Modeling Techniques 50 hours Most 3D objects can be classified as either hard surface or organic. Organic objects are typically natural, such as characters, creatures, plants and animals. Students will learn the major organic modeling techniques (box modeling and point by point modeling) through the creation of both stylized and realistic characters. Special attention will be given to organic modeling for the purpose of rigging and animating. Fundamentals of Digital Texturing 50 hours Textures allow you to simulate details that would be time consuming or impossible to model. In this section, the fundamentals of digital texture creation will be discussed. Attention will be given to standard 3D projections. Special attention will be given to UV projections. Professional techniques for texture painting in Photoshop will be addressed along with techniques for overcoming common texture mapping problems. Fundamentals of Digital Sculpting 75 hours Sculpting is a time-honored art form. In this section, students will be presented with the fundamentals of digital sculpting using Pixologic s ZBrush. The section will cover the unique ZBrush interface, the difference between traditional modeling and digital sculpting, object creation techniques, advanced detailing techniques, UV map and texture creation techniques, and the pipeline between ZBrush and other 3D applications. Principles of Game Content Creation 25 hours The process of modeling objects for video games is generally the same as that used for feature films. However game engines impose certain restrictions which you must adhere to in order to achieve successful results. In this section, the specifics of content creation (models and textures) for gaming will be discussed. Students will become familiar with the Unreal game engine interface and the techniques needed to successfully bring models and textures into the game environment. Demo Reel & Website Creation 25 hours Your demo reel is the primary tool used to show off your skills to a potential employer. However all too often artists make critical mistakes in the presentation of their reel which -- Page 14 of 49 --
22 can negatively impact their chances of getting a job. In this section, proper demo reel construction techniques will be discussed. Assignments will be given with the goal of creating demo reel quality work. Attention to video editing techniques, DVD creation, and website creation will also be given. The delivery of a completed demo reel is required in order to complete the Block. DAVE 201 Fundamentals of Computer Animation The purpose of this Block is to give students a thorough understanding of computer animation. Students who complete this term will have a solid understanding of camera and vehicle animation, parent/child hierarchies, character rigging, character animation, facial animation, lip syncing, physical simulations, motion capture for film and gaming, and animation for motion simulation devices. (300 clock hours) Fundamental Principles of Animation 25 hours Animation is an art that is rooted in 12 principles originally developed by Disney. In the first section of Block 02, students will learn the 12 principles of animation, along with the fundamentals of computer based animation. Concepts such as potential vs. kinetic energy will be discussed, as well as basic storytelling, virtual camera animation, and vehicle animation. Rigging & Posing Techniques 25 hours A character s pose lays the groundwork for good animation. In this section, students will learn the basics of posing and rigging (the process of setting up a character for animation) to create images which convey meaning and emotion to their audience. Parenting for hard body rigging will be covered, along with forward and inverse kinematics for character rigging. The importance of creating a strong silhouette will be addressed as well as the pose-to-pose animation technique. Fundamentals of Character Animation 50 hours This section covers the core principles of character animation. Through the creation of classic animation scenarios, students will learn how to add personality and life to their creations. Advanced rigging topics are also covered in this section. -- Page 15 of 49 --
23 Facial Animation & Lip Sync Techniques 25 hours In this section, students will to create visemes and phonemes as morph targets to create the illusion of speech. Students will also learn to animate facial expressions and eye movements to produce dynamic character performances. Introduction to Quadruped Rigging & Animation 25 hours Building upon the biped rigging and animation techniques taught earlier in the block, this section covers the fundamentals of quadruped rigging and animation. Topics such as IK, walk/run cycles, weight shift and dynamics are all covered. Fundamentals of Motion Capture 100 hours Motion capture ( mocap ) is the process in which a live actor s movements are captured in 3D space. The data from the actor s movements can then be applied to any digital character. Motion Capture is used extensively in the gaming and feature film industries. In this section, students will gain extensive knowledge of the tools and techniques used in motion capture. Working with Autodesk s Motion Builder and Vicon s Blade, students will learn to rig for mocap, blend mocap actions, set up constraints, capture raw data, clean and export mocap data for animation and game engines, and create ragdoll physics simulations. Principles of Motion Simulation 25 hours This section focuses on the principles needed to apply animation data to motion simulators such as those used in theme park rides and aviation training centers. Students will learn how motion simulators create the sense of movement, the different types of motion simulators on the market, and how to program the school s motion simulator using AutoDesk s Motion Builder. Demo Reel Creation 25 hours In this section, students will gain knowledge of professional demo reel creation techniques. Lab time will be provided for them to enhance their reel and website to create a professional presentation. The delivery of a completed demo reel is required in order to complete the Block. -- Page 16 of 49 --
24 DAVE 301 Movie Magic The Art of Visual Effects The purpose of this Block is to give students a solid understanding of visual effects production for film and television. Students who complete this term will have an understanding of film effects history, node and layer based compositing, rotoscoping, greenscreen keying, color grading, 2D/3D tracking, crowd replication, matte painting, set extensions, particle simulations, fluid dynamics, and stereoscopic conversion techniques. (300 clock hours) Foundations of Visual Effects 25 hours The first section of Block 03 condenses the key principles of filmmaking and visual effects into an intensive week-long lecture series. Students will learn the basics of lighting, camera lenses, camera composition, and camera movement. Analog and digital filmmaking will be explored along with an introduction to optical and digital visual effects. Texturing for Visual Effects 25 hours This section covers comprehensive photo-realistic texturing using Adobe Photoshop. Students will explore advanced channel operations, procedural extractions and the techniques needed to achieve believable textures for 3D objects. Fundamentals of Digital Compositing 50 hours Compositing is the heart of all visual effects. It is the art of combining a myriad of elements into a single complex image. This section provides a comprehensive look at both nodal-based and layer-based compositing applications. Using The Foundry s Nuke and Adobe s After Effects. Compositing topics such as keying, rotoscoping, 2D tracking, image stabilization and color correction will be covered in detail. Matchmoving Techniques 25 hours Integrating 3D objects into real-world footage can be tricky. In order to achieve success, you must match your 3D camera s movement and settings to that of its real-world counterpart. In this section, students will learn the fundamental principles of 3D tracking, stabilization and matchmoving in order to reconstruct real-world camera data within a virtual environment. Using the Pixel Farm s PF Track software, students will learn the principles of -- Page 17 of 49 --
25 successful 3D tracking and matchmoving, including automatic tracking, hand tracking and matchimation. Advanced Visual Effects Techniques 50 hours In this section, students will build upon the compositing skills they ve learned to create movie magic. Crowd replication, digital de-aging, 2D particle systems, 3D fluid dynamics, and advanced digital destruction techniques are all covered in detail. Fundamentals of Matte Painting 25 hours Matte paintings allow filmmakers to create expansive environments and locations without investing the time to build physical models or sets. In this section, students will learn the secrets of digital matte painting and set extensions used by professionals for film and game cinematics. Lighting for Visual Effects 25 hours Lighting is often the key to photorealism. In this section, students will learn how real-world movie lighting techniques can be applied in the computer to create photoreal images. Introduction to Stereoscopic Conversion 25 hours Ever since Avatar, the demand for stereoscopic 3D (S3D) content has grown tremendously. In this section, students will learn the tricks used by Hollywood s top stereoscopic conversion companies to convert 2D films into 3D movies. Principles of Motion Graphics 25 hours A staple in most television commercial production is motion graphics. Motion graphics allows you to take your 2D elements and animate them in both 2D and 3D space to create compelling visuals. In this section, students will learn to create 2D and 3D head s up displays (HUDs), logo animation techniques, and title sequence animations. Demo Reel Creation 25 hours In this section, students will apply their knowledge of visual effects to the creation of a new demo reel. Lab time will be provided for them to enhance their reel and website to create a professional presentation. The delivery of a completed demo reel is required in order to complete the Block. -- Page 18 of 49 --
26 DAVE 401 Stereoscopic 3D Production The purpose of this Block is to give students a real-world understanding of what it is like to work on a stereoscopic Hollywood production. Students who complete this term will have an understanding of visual effects history, industry standard production techniques, typical 3D/VFX production pipelines, the importance of working as a team, how to apply problem solving skills to meet production deadlines, and the various techniques used in the industry for stereoscopic 3D conversion. The production block ensures that you are properly prepared for a career as an animator or visual effects artist. (300 clock hours) Introduction to Production Practices 25 hours Production is a living, breathing animal whose needs are dynamic and change with the ebb and flow of time. Problem solving is the key to adapting to the dynamic nature of production. In the first section of Block 04, students will be introduced to the world of production, including creative problem solving, employer expectations and the importance of teamwork. Fundamentals of Compositing in NUKE 25 hours The Foundry s NUKE is rapidly becoming the compositing application of choice at top visual effects studios around the world. In this section, students will learn the fundamentals of compositing in NUKE. Traditional compositing concepts such as color correction, rotoscoping, and film plate correction are all covered. Fundamental Principles of Stereoscopic 3D Production 25 hours In this section, students will learn the fundamentals of stereoscopic 3D production. Attention is given to the challenges of stereoscopic production compared to traditional production. Stereoscopic rigs are also covered in detail. Intermediate Compositing in NUKE 25 hours In this section, students will build upon the foundations learned earlier in the course to advance their understanding of compositing in the Foundry s NUKE software. Particle systems, lens distortions, 2D/3D tracking, world position passes, and mult-pass compositing techniques are all covered in detail. -- Page 19 of 49 --
27 Visual Effects History 25 hours Understanding the past is the key to the future. In this section, students will review the history of visual effects production. A detailed review of 60 pivotal movies which became turning points in the world of visual effects will assist students in understanding how the art has developed over the past 100 years. Advanced Compositing in NUKE 25 hours In this section, students will learn advanced compositing techniques in NUKE, including paint fixes, camera projections, 3D geometry creation, using 2D images to create 3D relighting, advanced Expressions and custom tool creation techniques are also covered in detail. Advanced Stereoscopic 3D Conversion Techniques 25 hours In this section, students will learn the six core techniques used by the leading stereoscopic conversion companies for converting 2D films into 3D movies. Students will be taken through a practical, real-time exercise in stereoscopic 3D conversion using the techniques learned in this section of the course. Advanced Production & Final Demo Reel 125 hours The whole of the student s education comes to bear in this final section of Block 04. Students will be assigned to teams and given tasks ranging from modeling, texturing, lighting, compositing and visual effects animation. Each team works independently and together, just as they would on the job, to create a short production project. Students must problem solve and establish solutions using the skills and techniques they ve developed over the past year. The delivery of a completed demo reel is required in order to graduate the program. After Graduation Lab Access This resource is available to our graduates who are in good standing, indefinitely, at no additional charge. -- Page 20 of 49 --
28 Addition and Cancellation of Courses Both the animation and visual effects industries are always changing. In order to keep current with trends, The DAVE School curriculum is subject to change. Some tutorials or courses may be added or removed at the discretion of the School Director and upon approval by the Florida Commission for Independent Education and/or the Accrediting Council of Independent Colleges and Schools. If students would like to explore a past tutorial on their own time, materials will be available upon request. Curriculum Advisory Board In order to keep The DAVE School curriculum current with the latest technology, techniques, and skills required in the digital animation and visual effects industry, the program is reviewed annually by a Curriculum Advisory Committee comprised of instructors, vendors and industry professionals. The Committee currently includes: Saham Ali, Director of IT, DAVE School Mike Keith, Career Services Director, DAVE School Matt Killian, Animation Instructor, DAVE School Dean Lyon Visual Effects Supervisor Brad Murphy, Associate Director, DAVE School Steve O Donnell Video Game Artist Todd Palamar Maya Instructor, DAVE School Jeff Scheetz, Executive Director, DAVE School Mark Simon Storyboard Artist/Producer Daniel Smith, DAVE Instructor Stereoscopic 3D expert Anthony Solitario Associate Instructor, DAVE School Ron Thornton Pioneer of Modern Digital Visual Effects William Vaughan Academic Director, DAVE School Dave West Animation Instructor, DAVE School -- Page 21 of 49 --
29 Staff and Faculty Administration Jeff Scheetz Executive Director With over 20 years of experience in media production, Jeff Scheetz has amassed a thorough knowledge of visual storytelling through film, video, and animation. Jeff and his wife, Anne, founded The DAVE School in 2000, offering a program of complete immersion into the art and science of computer animation with extensive practice under industry level supervision. Many of the school s animation and visual effects shorts are award winners. Before The DAVE School, Jeff worked for the pioneering visual effects company Foundation Imaging, where he supervised visual effects projects for Star Trek: Voyager, Babylon 5, and Roughnecks: Starship Troopers Chronicles. In addition, he also worked for Nickelodeon Studios, Universal Studios Florida, Walt Disney Imagineering, and The Disney MGM Studios, where he met Anne. Brad Murphy Associate Director Brad Murphy was the second employee hired by The DAVE School s founders Anne and Jeff Scheetz in Prior to that, his freelance production career found him on the sets of such television shows as Animal Planet s Petsburgh USA and Good Dog U in positions ranging from Researcher to Office Manager. Having been a Production Coordinator for Walt Disney World s Christmas Parade for ABC, Brad was more than ready to handle a Coordinator position at Haxan Films, the creators of The Blair Witch Project. It was there that he assisted in their resurrection of the great television classic, In Search Of.... Brad s passion for film, coupled with his family s strong background in education, eventually led him to The DAVE School where he is often referred to as the glue that holds it all together. Originally from Pennsylvania, Brad earned his Bachelor of Fine Arts in Film & Video Production from Point Park University in His award-winning photographs are the pride of his family, and his short 16mm film, reflection, which he wrote, directed, shot, edited, and conformed, screened at the Pittsburgh Filmmaker s -- Page 22 of 49 --
30 Melwood Avenue Grand Opening. Brad s old school pride in, and love for, The DAVE School, is apparent in all he does. William Vaughan Academic Director William Vaughan, an industry veteran, celebrated author, and acclaimed artist, is no stranger to the DAVE School. From 2004 to 2009 he worked as an instructor and as the school s Director of Industry Relations. He was one of the school s key faculty members and assisted in the development of the school s curriculum. William has been published by probably every major CG magazine, contributed to 17 books, and played a major role in the marketing and development of LightWave 3D. While working for NewTek as the company s LightWave 3D Evangelist, he authored more than 300 tutorials on topics ranging from modeling and animation to dynamics and simulation. A recipient of several New Media Addy Awards for clients including Compaq, New Line Cinema, and Halliburton, William's focus is on continuously improving the quality of education at The DAVE School, while further establishing the school's presence as the leader in the industry. Originally from Texas, William earned his Associate of Applied Science in Visual Communication Degree from The Art Institute of Houston. He is excited to at The DAVE School which he believes offers a unique blend of education and community that he s yet to experience anywhere else. William recently completed work on his latest book, Digital Modeling, for New Riders Press. We are thrilled and honored to have him teaching again at The DAVE School. Michael Keith Director of Career Services Michael Keith was born in California and has lived all over the United States as well as in Germany and Central America. As an engineering technician at TriQuint Semiconductor in Orlando, Michael developed a strong interest in independent filmmaking, producing several short films, one of which won an award in a local film festival. In 2008 Michael s love of film led him to The DAVE School where he completed the program, and, immediately after graduation, accepted a position with -- Page 23 of 49 --
31 Worldwide FX. There Michael worked as a visual effects compositor on Sylvester Stallone s The Expendables. Michael holds an Electronics Engineering Associates in Science with honors from ITT Technical Institute, and a diploma in Digital Animation & Visual Effects from The DAVE School, where he now helps other grads find industry jobs. Beth Lockard School Administrator Bethany Lockard, a true Floridian, was born on Eglin Air Force Base and was raised in an Air Force family that travelled all over the world. Beth brings to The DAVE School not only her strong background in Art Education, but her amazingly genuine personality as well. Starting as our Receptionist, her love of tirelessly helping students, visitors, co-workers, and faculty soon led her to a promotion to School Administrator where she is able to use her skill-set to have an even greater positive impact on everyone around her. Beth earned an Associate of Arts in Graphic Design from Valencia College in 2007, before earning her Bachelor of Arts in Art Education from Florida State University. After an internship in Florida State School s Elementary Program, she is enjoying the DAVE School s advanced artistic environment and has even helped coordinate The DAVE School s Figure Drawing Workshops. Saham Ali Director of Information Technology Saham Ali, Co-Director of Information Technology for The DAVE School, has been a key player in the field of VFX and Animation since A Florida native and admitted technophile since the age of 8 when he dismantled his cousin s IBM 8086, Saham realized early on that a computer could do so much more than play games. His first 3D experience was at the age of 10 when he acquired an Amiga 2000, and he hasn t stopped since. As the Chief Technology Officer for Red Earth VFX, his work can be seen on many TV productions including Outsourced, Hawaii 5-0, Undercovers, Gerry Anderson's The New Adventures of Captain Scarlet, The Return of Pink 5, Star Trek: New Voyages, A Christmas Village, and Red Tails for Lucasfilm. Eventually given -- Page 24 of 49 --
32 the opportunity by the Economic Development Department of New Mexico to provide digital media services by experimenting with their HPC, Encanto, Saham prides himself on knowing the inner workings of the technology behind CG. A proud DAVE School grad, Saham Ioves the creative environment that the school fosters, allowing students to explore and create what they want without being hampered by technology. Saham graduated from The DAVE School in 2003 and is currently completing an Associate s Degree in Computer Engineering from Valencia College. His goal is to continue to make DAVE a technological Garden of Eden by leveraging up-and-coming technologies to achieve things that were not possible before. His in depth knowledge of IT systems, Animation and VFX is indispensable to The DAVE School. Housing Taylor Rivera Student Housing Director Student Accounts Josh Santana Student Accounts Representative Admissions Lauren Dottley Admissions Representative Trevor O Hare Admissions Representative Administrative Support Jodie Primus Receptionist Doug Banks Office/Production Assistant -- Page 25 of 49 --
33 Faculty Matt Killian Animation Matt graduated from Ringling College of Art and Design with a Bachelor of Fine Arts in Sarasota, Florida. Todd Palamar Modeling & Texturing Todd has over 17 years of experience as an animator and over 13 years as an educator. He is the author of 7 textbooks covering Maya, including the Official AutoDesk Maya Training Guide. Daniel Smith Visual Effects Daniel graduated from the Art Institute of Pittsburgh with an Associate s Degree in Specialized Technology. Anthony Solitario Modeling & Texturing Anthony received his Certificate of Completion Diploma from the Digital Animation & Visual Effects School in Orlando, Florida. Dave West Animation Dave is one of the original pioneers in the computer animation and visual effects industry, with over 25 years of professional experience. -- Page 26 of 49 --
34 Program Tuition The DAVE School offers a single program where students complete 1200 clock hours of instruction required by the Commission for Independent Education, Florida Department of Education, to earn a Diploma in Digital Animation and Visual Effects. See Graduation Requirements on page 33 for important information. 48 week Program $33,500* There are no additional costs or supplies required for the completion of the program. 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 are available through the school and/or through educational software discounters online. 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. Payment Schedule In order to guarantee a seat in any given start, students are required to pay tuition in full by the tuition due date, approximately 4 weeks before the beginning of class. Likewise any student receiving tuition financing must have all loan documentation completed and/or approved by the tuition due date in order to guarantee a seat. After the Tuition due date, all open seats are awarded on a first-funded basis. If you are unable to acquire tuition financing, you may formally request a refund of the admissions application fee in writing. -- Page 27 of 49 --
35 Financial Information 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 an institution approved for Veterans Benefits, including the Post 9/11 and Montgomery GI Bills. 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 28 of 49 --
36 Cancellation and Refund Policy 1. All monies will be refunded if the student cancels within three (3) business days after signing the Enrollment Contract. 2. All monies will be refunded if a student who has not toured the facility cancels within three (3) business days after visiting the facility. 3. Cancellation after the third (3 rd ) business day, but before the first class will result in a refund of all moneys paid. 4. If an applicant never attends class (no-show) or cancels the contract prior to the class start date, all refunds due will be made within thirty (30) calendar days of the first scheduled day of class or the date of cancellation, whichever is earlier. 5. Cancellation after attendance has begun, but prior to 50% completion of the program, will result in a prorated refund computed on the number of hours completed to the total program hours. 6. For an enrolled student, the refund date will be calculated using the last date of attendance (LDA) and be paid within thirty (30) business days from the documented date of determination. 7. The date of determination is the date the student gives notice of withdrawal to the institution or the date the institution terminates the student by applying the institution s attendance, conduct or Satisfactory Academic Progress policy. 8. A student can be dismissed at the discretion of the School Director for unsatisfactory academic progress, nonpayment of tuition or failure to comply with rules. 9. Cancellation after completing 50% of the program length will result in no refund. Veterans Refund Policy The Refund of the unused portion of tuition, fees and other charges for veterans or eligible persons who fail to enter a course, withdraw or discontinue prior to completion will be made for all amounts paid which exceed the appropriate prorated portion of the total charges that the length of the completed portion of the course bears to the total length of the course. The proration will be determined on the ratio of the number of days or hours of instruction completed by the student to the total number of instructional days or hours remaining in the course. -- Page 29 of 49 --
37 Academic Calendar Program Start Dates START NIGHT/ MORNING HOURS TUITION DUE GRADUATION Jan. 7, 2013 Night 6:00 PM 11:00 PM Dec. 7, 2012 Dec. 18, 2013 April 8, 2013 Morning 8:00 AM 1:00 PM March 8, 2013 April 2, 2014 July 1, 2013 Afternoon 2:00 PM 7:00 PM June 1, 2013 June 25, 2014 Sept Morning 8:00 AM 1:00 PM Aug. 30, 2013 Sept. 24, 2014 Jan. 6, 2014 Afternoon 2:00 PM 7:00 PM Dec. 6, 2013 Dec. 17, 2014 April 7, 2014 Morning 8:00 AM 1:00 PM March 7, 2014 April 1, 2015 June 30, 2014 Afternoon 2:00 PM 7:00 PM May 30, 2014 June 24, 2015 Sept. 29, 2014 Morning 8:00 AM 1:00 PM Aug. 29, 2014 Sept. 23, 2015 Jan. 5, 2015 Afternoon 2:00 PM 7:00 PM Dec. 5, 2014 Dec. 16, 2015 Subject to change Hours of Operation All classes meet 5 days a week, Monday Friday. In addition to the class times above, the school s administrative offices are open from 9:00AM 6:00PM Monday-Friday. Labs are open Saturday & Sunday from 7:00AM 1:00AM. Holidays and Program Breaks The school is closed in observance of the following holidays: Good Friday Memorial Day Independence Day Labor Day Veterans Day Thanksgiving (2 days) There is a natural program break between Christmas and New Year s Day. Holidays observed are subject to change at the discretion of the school. -- Page 30 of 49 --
38 Academic Terms Term Start Registration Ends Late Registration /Changes & Transfers Deadline Q1_2013 1/7/13 1/7/13 1/11/13 Q2_2013 4/8/13 4/8/13 4/12/13 Q3_2013 7/1/13 7/1/13 7/5/13 Q4_2013 9/30/13 9/30/13 10/4/13 Final Exams 3/28-4/ / / / Last Day 4/3/13 6/26/13 9/25/13 12/18/13 Q1_2014 1/6/14 1/6/14 1/10/14 Q2_2014 4/7/14 4/7/14 4/11/14 Q3_2014 6/30/14 6/30/14 7/4/14 Q4_2014 9/29/14 9/29/14 10/3/14 3/27-4/2 4/2/ / /25/ / /24/ / /17/ Subject to change Students may register for classes any time prior to the start date. -- Page 31 of 49 --
39 Admission Requirements Prospective Students must furnish proof of a high school diploma or equivalent. If an applicant is under 18, he or she must provide written consent of his or her parent or guardian. See the Graduation Requirements on page 33 for more detailed information. Applicants are not required to have any previous animation experience, but a strong desire to become a professional computer animator 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 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. If that is you, we can teach you everything else. We would love to see anything you have ever done to express yourself creatively and 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 might keep a copy, dubs, 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 can be a very tough nut to crack. Jobs go vacant before they go to the unqualified. As with many things, success requires personal dedication that goes way beyond our program. It is not enough to -- Page 32 of 49 --
40 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. International Students The DAVE School is approved by the U.S. Department of Homeland Security to issue Certificates of Eligibility (Form I-20) through the Student and Exchange Visitors Program (SEVP) and the Student and Exchange Visitors Information System (SEVIS). Form I-20 is necessary in order for international students to obtain an M-1 Visa required to attend the school. Additional admission requirements for international students (All documents should be translated in English): - Academic equivalency of a high school diploma or secondary education in the U.S. Contact our admissions department for credential evaluation recommendations - Completed and signed Student Information sheet* - Completed, signed and certified Financial Affidavit* and/or official certified bank statement showing availability of funds in U.S. dollars for tuition and living expenses (statement must have been issued within the past 30 days) - Demonstrated English proficiency for students whose first or native language is not English (e.g. Test of English as a foreign language, TOEFL scores of 500 PBT/173 CPT/61 ibt, or certification of English language studies) *Forms may be found in our international info pack, through our website or upon request from the admissions department. International Student Enrollment New students are required to report to the designated school official (DSO) immediately upon arriving at the school, bringing with them their Form I-20, visa, I-94 and passport. Students must arrive at the school within 30 days of their admission at the Port of Entry (POE). Change of Address International students must notify the DSO within 10-days of any address changes while in the U.S. on the M-1 visa. -- Page 33 of 49 --
41 Admissions Process To apply for admission to The DAVE School you must complete the following steps: Step 1 Complete an Admissions Application You can find an Admissions Application in our information packet, in our office or online at Step 2 Send us your Admissions Application. Include proof of HS Diploma or GED and creative sample. You may send it by to [email protected]. Or mail it to: The DAVE School 2500 Universal Studios Plaza Sound Stage 25 Orlando, FL USA Attn: Admissions Step 3 Notification Applications are reviewed weekly and your approval or denial will be sent to you by and/or by regular mail. If your application was denied, you may reapply with new materials after 3 months. Step 4 Payment Tuition is due in full four weeks before the first day of class, unless you are using financing, in which case the terms must be finalized by this time. This is to ensure that any student on a waiting list will have enough time to organize his or her finances should a seat open before classes begin. Step 5 Show up On the first day of class you don t need to bring anything, just show up prepared to listen. Orientation includes staff and student introductions, policy lectures and, if time and weather permit, a long walk through Universal s theme parks among other things. -- Page 34 of 49 --
42 Advanced Placement and Transference of Credit The DAVE School is a private school and, as such, reserves the right to be selective in its choice of students for enrollment. Because of our extremely unique curriculum, The DAVE School does not typically grant advanced standing or credit for previous training or education. However each situation will be evaluated case by case, including previous training of Veterans. Those seeking advanced placement should make an appointment with the School Director as early as possible. Generally we do not approve requests for advanced placement because each lesson builds on the last and key concepts are strategically positioned throughout the year. However, when appropriate we have made exceptions. Requirements - The minimum acceptable grade is C or 70% GPA - Credits must be computer animation and/or modeling related - Accepted credit is limited to the equivalent of 25% of the program length - A transcript or other certification documentation is required - Direct transfer credits to the admissions department - Appeals may be submitted following appeals policy (Page 36) - Tuition is calculated pro rata based on level of advanced placement Only credits earned at an institution accredited by an agency recognized by either the U.S. Department of Education or the Council for Higher Education Accreditation are acceptable. In possible cases of advanced placement, grades from any accepted transferred credits will not be figured into your DAVE School GPA. The school will issue official transcripts to other institutions upon request. However, because none of the classes at The DAVE School correspond to common course numbering and the unique nature of our training, it is highly unlikely that credits earned at The DAVE School will be transferable to other postsecondary institutions. The decision regarding the acceptance of credits earned at The DAVE School is made by the receiving institution. -- Page 35 of 49 --
43 Satisfactory Academic Progress (SAP) All students enrolled at The DAVE School must comply with the minimum requirements of academic progress as outlined below in order to satisfactorily complete his or her program of study and in order to receive the academic credential for which he or she is enrolled. It is necessary to pass all the blocks of his or her program of study in sequence in order to graduate. To measure the student s progress, minimum quantitative and qualitative standards have been established as follows. Evaluation Points Student academic progress is calculated at the end of each 12 week term; however it is also evaluated weekly. Required Completion Rates Students are required to complete 100% of the clock hours they attempt each term. If a student fails, or chooses to retake a class, the repeated class is counted as attempted. Transferred credits are included as attempted and as completed. Required Grade Point Average Students must maintain a minimum cumulative grade point average no less than 2.0 points. 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 equal to one and one-half times the total number of quarter clock hours in the program as outlined below. Repeated courses and transfer credits accepted are included. 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. -- Page 36 of 49 --
44 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 GPA End Block % 2.00 End Block % 2.00 End Block % 2.00 End Block % 2.00 When a student fails to meet any of the standards outlined for a specified period, the student will be placed on: Warnings A student falling below the acceptable level of satisfactory progress will receive written warning from his or her block instructor in a private conference. Notices of substandard academic progress are administered weekly beginning the fifth week of each term. The instructor will advise the student on how to improve his or her academic progress to acceptable levels. If the student meets or exceeds the minimum GPA and is completing the program within the maximum time frame during the warning period, then the student will be considered to be making satisfactory academic progress. If the student fails to meet the minimum GPA or complete within the maximum time frame by the end of the term, then the student will be placed on probation. Probation A student who fails a block will be on probation during the term in which he or she repeats said block. If the student meets or exceeds the minimum GPA and is completing the program within the maximum time frame during the probation period, then the student will be considered to be making satisfactory academic progress. If the student fails to meet the minimum GPA or complete within the maximum time frame, then the student will be withdrawn. Appeals A student may appeal a decision by clearly stating in writing the circumstances that affected his or her academic performance, by -- Page 37 of 49 --
45 providing written documentation of his or her special circumstances, by identifying the steps he or she has taken to ensure that he or she will not fall below satisfactory academic progress standards in the future, and by signing and dating his or her petition. Appeals must be submitted to the School Director within two weeks of the date of the written notification of unsatisfactory progress. It is the responsibility of the student to decide when an appeal is appropriate and to initiate an appeal before the specified deadline. The School Director or designee will make the final ruling. Grading System The instructor reviews and grades work at the end of each assignment. When appropriate, written exams and/or weekly performance grades are given. A single assignment may yield more than one grade. Each term and/or course assignment within the program is scored separately. The DAVE School uses an alphabetical grading system with a numerical equivalence based on a 0 to 4 scale: A = Excellent I = Incomplete B = Good W = Withdrawal C = Satisfactory TC = Course accepted F = Failure In program Transfer Cumulative GPA The cumulative GPA (average) is calculated by multiplying the total number of courses attempted by the following numerical value of the grades; totals are divided by the total number of courses competed. Grade Numerical Value Percent Numerical Value A = Excellent I = Incomplete 0.0 B = Good W = Withdrawal 0.0 C = Satisfactory TC = Transfer n/a F = Failure Course Students may monitor individual academic progress at any time during the program by accessing our online grade management system. -- Page 38 of 49 --
46 Retaking Classes A student who fails a program block must retake the block in order to move forward in the program. The failing student will automatically be enrolled for the next term. This has the potential to be at a different time of day than the student's original enrollment. A student required to retake a program block will be on academic probation until that block has been completed successfully. No student may take the same program block a third time. Only the final passing grade will be recorded and figured when calculating the cumulative GPA upon completion of the entire program. Failure to pass any program block on the second attempt will result in academic dismissal from The DAVE School. A student must pass each of the four program blocks in sequence, in order to graduate. Graduation Requirements Digital Animation & Visual Effects Diploma A Diploma in Digital Animation and Visual Effects will be presented to each student who has: 1. Successfully completed all blocks with a minimum CGPA of 2.0, C; 2. Attended 1200 clock hours 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. -- Page 39 of 49 --
47 Student Placement The DAVE School has a very aggressive placement program that begins with the quality of your educational experience and continues through your demo reel production. Demo Reel Lab Graduates are encouraged to plan and execute additional projects to add to their demos. To aid you in this very important part of your education and placement, you are welcome to use the school's computers, render farm, studio space, editing facilities, and duplication rack. Even after your first job, The DAVE School is a great place to rework your demo as you grow professionally. Every member of our faculty and staff is available to review your work, offer suggestions, help solve problems and advise you on your job search. On-Campus Recruiting Throughout the year the school invites industry recruiters and professionals to attend our graduation ceremonies and/or interview our graduating students and alumni on site or via video conferencing (Skype). Individual Advising Even long after graduation every student is encouraged to make an appointment to have his or her reel reviewed by the School Director, faculty and staff. We will advise you on strategies to reach your specific employment goals. On-Line Resources We maintain an exclusive forum on our website for graduates to congregate and discuss employment opportunities and industry developments. We also provide a list of open source software and royalty free art resources on our website. The DAVE School faculty and staff will assist graduates in finding employment to the best of their ability. However, no school can guarantee employment. -- Page 40 of 49 --
48 Rules and Regulations Attendance Attendance is taken daily at The DAVE School and students are expected to make every effort to attend all classes as offered; this is essential for academic achievement. Functioning as part of a team requires the entire team be present, and learning to be punctual and accountable for your whereabouts is an important professional skill that employers demand. Furthermore students should make every effort to schedule outside appointments at times that do not conflict with classes. - A student with more than four (4) total absences during any block, who wishes to graduate, will be required to repeat that block the next time it is offered with available seating, potentially at a different time of day than his or her initial enrollment. - Every accumulation of four (4) tardies during any one block constitutes one (1) absence. - A student, who is more than two (2) hours tardy or leaves class more than two (2) hours early, will be considered absent for that day. - Assignments or tests missed due to absences must be made up upon returning to class. - A student absent in excess of 15 consecutive class days will be automatically withdrawn from the program. Appeals related to the attendance policy must be in writing and addressed to the Academic Director. Students withdrawn from the school for non-attendance may apply for re-admission, and their request must be reviewed, received and recommended by the School Director. Tardiness A student who is not at his or her workstation, ready to work, when class is scheduled to begin is considered tardy. Veterans Attendance Excused absences will be granted for extenuating circumstances only. Excused absences will be substantiated by entries in students' files. Early departures, class cuts, tardiness, etc, for any portion of an hour will be counted as a full hour of absence. Students exceeding three days of unexcused absences in a calendar month will be terminated for unsatisfactory attendance. Students Receiving VA Benefits Students must maintain a grade point average of 2.0 or above or they will be terminated from receiving benefits. If a student has three absences in a row, he or she must be terminated from VA Benefits unless there is a valid excuse (i.e. doctor s note, sick child, etc.) and the excuse must be documented and on file. -- Page 41 of 49 --
49 Leaves of Absence If a student requires an extended period of absence, he or she may postpone the continuation of his or her education until that block is offered again during a future term. The deadline to request a leave of absence is the end of the first week of the block, and any exception to this rule is at the discretion of the School Director. A leave of absence will not be extended beyond one academic year without approval from the School Director. There is no additional charge; however, scheduling depends on seating availability. A request for leave of absence must be directed to the School Director; the student should provide a reason and state the length of the requested leave and the projected date of return. If the student does not re-enter the program within the projected time frame, the student s enrollment may be terminated and he or she may be subject to a refund in accordance with the school s refund policy. Re-Entry A student who has canceled, or has been otherwise withdrawn or terminated, and desires to re-enter the program of study must notify the school and follow the required admission procedures. The withdrawn student must submit a letter to the Executive Director stating why he or she should be reinstated and may be required to have a personal interview with a school official before being permitted re-entry. The level of Satisfactory Academic Progress at the time of his or her departure will determine at what level he or she may be allowed to re-enter the program. The decision of the Executive Director is final. Student Records Student records are permanently retained by the school and are available to students upon individual request. Student records may be made available to potential employers only after the student has submitted a written request to the administration office. The DAVE School will also release information about an individual student in accordance with the Family Education Rights and Privacy Act. -- Page 42 of 49 --
50 Conduct Student Lounge Students are expected to conduct themselves in a professional manner at all times. All students are required to obey the laws of the state of Florida, as well as the rules of occupancy at Universal Orlando Resort. Failure to obey is grounds for immediate dismissal. Possession of illegal drugs or firearms on school premises will result in immediate dismissal. We have a zero tolerance policy regarding students or graduates under the influence of drugs or alcohol while on school property. Academic Misconduct All students are expected to conduct themselves as responsible members of the academic community. Academic misconduct includes, but is not limited, to cheating, facilitation, plagiarism, and fabrication in connection with any exam, research, assignment, or other academic exercises that contribute, in whole or in part, to the fulfillment of requirements for courses or graduation. The following definitions, while not exhaustive, are intended to provide examples of the types of activities that can give rise to a charge of academic misconduct: - Cheating: Giving or receiving unauthorized assistance, or intentionally using or attempting to use unauthorized materials or information. Examples include but are not limited to: copying from another student; using unauthorized study aides or "cheat sheets," or other people's work; altering assignments or exams and submitting them as your own; offering false excuses in order to gain time extensions; submitting an assignment to more than one class without an instructor s permission; submitting someone else's work (e.g., that of a friend or private service) as your own; getting someone to take an exam for you or -- Page 43 of 49 --
51 taking an exam for someone else; receiving unauthorized help on an exam or accepting prohibited help on an assignment. - Facilitation: Helping or attempting to help another student engage in academic misconduct. Examples include but are not limited to: giving unauthorized help on exams or prohibited help on assignments. (Students are often encouraged to work together to help each other learn, but may not do so on exams [unless specifically authorized] or on any assignments when the instructor indicates otherwise.); giving test or assignment answers to students in the same or another section of the same class after such answers or information have been made available to you, but before they have been provided to other students; completing an assignment or exam on behalf of another student. - Plagiarism: Using another person's original words, ideas, or research, including material found on the Internet, in any academic exercise without properly crediting that person. Examples include but are not limited to: failing to cite all sources used; using another author's sentence or phrase structure without proper citation; paraphrasing another author without crediting the author; using another author's ideas without proper citation (e.g. footnotes, endnotes, etc.); using another's original work (writing, art, music, graphics, computer code, or scientific work) in whole or in part without crediting that person; stating facts that are not common knowledge without citing the source. - Fabrication: Creating false information or data and presenting it as a fact. Examples include but are not limited to: making up false quotes, statements, data, or sources; improperly manipulating another's data to support your own theories; citing sources that were not used; misrepresenting academic accomplishments to instructors or employers. Sexual Harassment The DAVE School strives to provide a non-discriminatory and harassment-free learning environment. Sexual harassment will not be tolerated. Sexual harassment is of two types, hostile environment and quid pro quo. Hostile environment sexual -- Page 44 of 49 --
52 harassment includes, but is not limited to, conduct of a sexual nature, including unwelcome jokes, touching, comments and the like, which unreasonably interferes with a student s ability to perform his or her responsibilities because of the hostile environment which is created. Quid pro quo sexual harassment includes, but is not limited to, the making of unwanted sexual advances and/or requests for sexual favors where either submission to such conduct is made an explicit or implicit term or condition of enrollment; or an individual s submission to or rejection of such conduct is used as the basis for educational decisions affecting that individual. Students who believe they have been harassed should promptly report the acts of the incident and the name of the person involved to the School Director or the Administration Office. Every incident of harassment formally reported to the School Director and/or the Administration Office will be investigated. Offenders are subject to disciplinary action, not excluding immediate termination or expulsion. This policy is in place at all times at the school, even between classes, as well as at any school sponsored event or situation where students are specifically gathered relative to school activities, i.e. field trips, conventions, graduation/reception, etc. Disciplinary Action If a student fails to comply with the school s policies and procedures or with any local, state or federal laws and regulations, the student may be subjected to disciplinary action, up to and including being expelled from the Institution. Appeals Policy Students seeking the reversal of judgments regarding (but not limited to) grading, attendance, conduct, discrimination, or finance should submit a formal letter of appeal to the School Director Lobby outlining the reasons for reconsideration. This letter should include all pertinent details -- Page 45 of 49 --
53 and available documentation. The School Director will render a written judgment on the appeal within 5 business days. Grievance Policy The DAVE School takes the concerns of its students very seriously and will attempt in good faith to resolve student grievances. Complaints or comments regarding policies, curriculum, disciplinary action, expulsion, academic issues, harassment or any such matter of serious importance to the student should be brought to the attention of the instructor. If the instructor is unable to resolve the issue, the affected student is strongly encouraged to bring the issue to the attention of the School Director. If the Director and the affected student cannot resolve the issue, the complaint should then be directed to: Mr. Samuel L. Ferguson, Commission for Independent Education, Florida Department of Education, 325 West Gaines Street, Suite 1414, Tallahassee, FL , phone (888) ; or Accrediting Council for Independent College and Schools, 980 First Street NE, Suite 980, Washington, DC 20002, phone (202) Page 46 of 49 --
54 Discrimination Statement The DAVE School does not discriminate regarding sex, race, color, creed, sexual orientation and/or religion. The training offered by The DAVE School is also recommended to handicapped persons who are unable to meet strength, stamina or mobility requirements of some other occupations. Contact Information For the latest school news and information, visit our website! or call 855-DAVE-VFX IBC Administrative Board Corporate Level Guillermo Nigaglioni, President Jose L. Padial, VP Marketing & Admissions Lourdes J. Cruz, Director of Operations Amarilys Espada, Director of Compliance Maria V. Adorno, AVP Student Services Elizabeth Morales, Director of Human Resources Daisy Rios, Purchasing Director Josue Medina, Controller Yaran K. Correa, Curriculum Specialist Doris Chambers, Public Relations Margarita Flores, Director of Career Services & Academic Orientation Rafael Calderon, Manager of Information Systems -- Page 47 of 49 --
55 Legal Ownership / Governing Body The DAVE School (The Digital Animation & Visual Effects School) is a Division of Instituto de Banca y Comercio, Inc., a privately held corporation and member of the EduK Group, operating according to the Laws of the Commonwealth of Puerto Rico. The institution is governed by a Board of Directors, located at 350 Park Avenue, 23 rd 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: Jeffery Leeds, Chairman of the Board / Treasurer Dr. Joel Meyerson, Managing Director Scott VanHoy, Director Guillermo Nigaglioni, Director Erik Brooks, Director Conference Room -- Page 48 of 49 --
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