Asset Creation Program – 16 Months

Asset-Column-Intro

What Is It:

Asset Creation is a term used in the CG industry for the creation of all bits and pieces, both big and small, used in Film and Games.  Our Asset Creation program is designed to train working artists in the CG Industry for these roles:

  • Environments for Games (making immersive real-time environments)
  • Hard Surface Modeling for Film (making robots, mechs, ships etc all for film production)
  • Character Modeling for Games (making the characters that star in video games)
  • Organic Modeling for Film (living elements for film – characters, creatures, animals, organisms etc)
  • Texturing and Look Dev (the specialized field of look and feel development for Film including texturing of assets)

Please Note: All required software is provided and licensed for you (Maya, Photoshop etc).

FOUNDATION

Lay down the groundwork and acquire core skills

INTERMEDIATE

Career oriented, specialized training begins

ADVANCED

Learn upper level techniques with additional project supervision

MENTORSHIP

Work with a professional mentor to create and polish your demo reel

Asset-Column-Intro-2

How It Works:

Our Asset Creation Program is a full 4 terms. 16 months in total, each term is 14 weeks.  Term 1 Foundations, anyone can apply (if they meet the system requirements etc). Upon completing Term 1 Foundations, you then move on to choose your career specialty listed above. You do not need to know your specialization prior to applying as you can discover your abilities as you work through our Foundations Term.

  • As a student you have access to our online learning Portal where you connect with other students and working industry professional mentors: ask questions, share portfolios, receive professional art direction and feedback – all online!
  • The Foundation Term has 4 classes – Maya, Modeling, Texturing and Look Dev to begin! In addition, there’s a fifth class for your term project.
  • For each course, you’ll receive access to a weekly training video.
  • Near the end of the week, you will have a live Q&A session with your instructors.
  • Each week, there will be assignments due per class built upon the lessons – contributing to your term project.
  • At the end of each term,  you will walk away with a term project that you could add to your portfolio – Foundations, Intermediate, Advanced and Mentored.

Term Breakdown

  • Term 1: Foundation (14 Weeks)

    Term 1: Foundation (14 Weeks)

Today’s CG industry is very demanding, so having a diverse set of skills and being able to understand the core foundation of the production pipeline is essential. Think Tank’s Asset Creation Foundation semester tackles these requirements. From ground zero, you will be guided through every aspect of the building blocks that make up the basis for all career paths related to asset creation. This includes:

  • A broad understanding of Maya
  • The basics of texturing in Photoshop and Mari
  • Digtal sculpting in Mudbox
  • Comprehensive understanding of  3D modeling theory
  • Shading, lighting and rendering in Vray
  • Looking at the overall big picture and planning for what is to come
Directed by,

Adar Bronstein
Character Artist
Electronic Arts

Prerequisites

  • All you need is a computer, a webcam, a headset and the time to focus and work hard. (See the FAQs for required specs, we provide all software)
  • 18 years of age or high school diploma

Breakdown

  • Term 1 – 14 weeks
  • Four core courses + Project Class
  • Class size of 5-8 students


  • Term 2 & 3: Choose Your Career Path

    Term 2 & 3: Choose Your Career Path

Every Asset Creation student that completes the Foundation Term gets to pick their specialization:

Foundation - 14 Weeks

  • Asset Parent Placeholder

    Asset Parent Placeholder

Specialization - 42 Weeks

  • Texturing and Look Dev

    Texturing and Look Dev
  • Hard Surface Modeling for Film

    Hard Surface Modeling for Film
  • Organic Modeling for Film

    Organic Modeling for Film
  • Characters for Games

    Characters for Games
  • Environments for Games

    Environments for Games

The Texture Painting and Look Dev. career path produces job-ready painters. Building on the skills learned in the Foundation term, students will begin their specialization in texture painting and focus on this throughout the Intermediate and Advanced semesters. Each one provides new challenges designed to enhance their knowledge-base in preparation for their one-on-one mentorship. The primary objective of the final term is to guide students through the production of a professional demo reel demonstrating the skills needed to land a position at a top studio.

Intermediate Term, 14 Weeks

The Intermediate semester is a big one. Students continue to learn modeling in Maya, lighting and rendering in Vray, texturing in Mari, sculpting in Zbrush and the Substance suite. All of these new skills will then be applied to a final project specific to texture painting.

Term Project Example

Advanced Term, 14 Weeks

In the Advanced term, students are very much focused on high-quality projects that are relevant to the industry. Outside of the supervised live classes, the only courses taught are advanced techniques in texturing, shading, detailing, compositing, lighting and rendering. Supervisors will critique and advise students throughout their projects so that every detail is pushed to the highest standard.

Term Project Example

Directed by,

Justin Holt
Texture Supervisor
Method Studios

Prerequisites

  •  TTO Foundation term (or equivalent prior training to be assessed via application portfolio)

Breakdown

  • Term 2 – 14 weeks, Term 3 – 14 weeks
  • Four core courses + Project Class
  • Class size of 1-8 students

The Hard Surface Modeling for Film career path produces job-ready modelers. Building on the skills learned in the Foundation term, students will start to specialize in hard surface modeling and gain the necessary knowledge to take on this chosen career path during the Intermediate and Advanced terms. Each semester provides new challenges and levels of feedback designed to push the potential of each student in preparation for their one-on-one mentorship. The primary objective of the final term is to guide students through the production of a professional demo reel demonstrating the skills needed to land a position at a top studio.

Intermediate Term (14 Weeks)

The Intermediate semester is a big one. Students continue to learn modeling in Maya with a special focus on topology, lighting and rendering in Vray, texturing in Mari, sculpting in Zbrush and the Substance suite. All of these new skills will then be applied to a final project specific to organic modeling.

Term Project Example

Advanced Term (14 Weeks)

In the Advanced term, students are very much focused on high-quality projects that are relevant to the industry. Outside of the supervised live classes, the only courses taught are advanced techniques in modeling vehicles for visual effects, detailing, lighting, rendering and compositing. Supervisors will critique and advise students throughout their projects so that every detail is pushed to the highest standard.

Term Project Example

Directed by,

Marco Menco
Character Lead
Image Engine

Prerequisites

  •  TTO Foundation term (or equivalent prior training to be assessed via application portfolio)

Breakdown

  • Term 2 – 14 weeks, Term 3 – 14 weeks
  • Four core courses + Project Class
  • Class size of 1-8 students

The Organic Modeling for Film career path produces job-ready digital sculptors. Building on the skills learned in the Foundation term, students will start to specialize in organic modeling and gain the necessary knowledge to take on this chosen career path during the Intermediate and Advanced terms. Each semester provides new challenges and levels of feedback designed to push the potential of each student in preparation for their one-on-one mentorship. The primary objective of the final term is to guide students through the production of a professional demo reel demonstrating the skills needed to land a position at a top studio.

Intermediate Term (14 Weeks)

The Intermediate semester is a big one. Students continue to learn modeling in Maya with a special focus on topology, lighting and rendering in Vray, texturing in Mari, sculpting in Zbrush and the Substance suite. All of these new skills will then be applied to a final project specific to organic modeling.

Term Project Example

Advanced Term (14 Weeks)

In the Advanced term, students are very much focused on high-quality projects that are relevant to the industry. Outside of the supervised live classes, the only courses taught are advanced techniques in anatomy and topology for animation characters, detailing in ZBrush, lighting, rendering and compositing. Supervisors will critique and advise students throughout their projects so that every detail is pushed to the highest standard.

Term Project Example

Directed by,

Marco Menco
Character Lead
Image Engine

Prerequisites

  •  TTO Foundation term (or equivalent prior training to be assessed via application portfolio)

Breakdown

  • Term 2 – 14 weeks, Term 3 – 14 weeks
  • Four core courses + Project Class
  • Class size of 1-8 students

The Characters for Games career path produces job-ready artists. Building on the skills learned in the Foundation term, students will begin their specialization in character modeling for the video game industry. They will learn the full process of character creation during the Intermediate term, leading to their first demo reel quality piece by the end of the Advanced term. Each semester provides new challenges and levels of feedback designed to push the potential of each student in preparation for their one-on-one mentorship. The primary objective of the final term is to guide students through the production of a professional demo reel demonstrating the skills needed to land a position at a top studio.

Intermediate Term (14 Weeks)

The Intermediate semester is a big one. Students continue to learn modeling in Maya, lighting and rendering in a game engine, sculpting in Zbrush and the Substance suite. All of these new skills will then be applied to a final project specific to character modeling.

Term Project Example

Advanced Term (14 Weeks)

In the Advanced term, students are very much focused on high-quality projects that are relevant to the industry. Outside of the supervised live classes, the only courses taught are advanced techniques in texturing, shading, detailing, compositing, lighting and rendering. Supervisors will critique and advise students throughout their projects so that every detail is pushed to the highest standard.

Term Project Example

Directed by,

Pierre Bourgeot
Senior Character Artist
Next Level Games

Prerequisites

  •  TTO Foundation term (or equivalent prior training to be assessed via application portfolio)

Breakdown

  • Term 2 – 14 weeks, Term 3 – 14 weeks
  • Four core courses + Project Class
  • Class size of 1-8 students

The Environments for Games career path produces job-ready artists. Building on the skills learned in the Foundation term, students will begin their specialization in environment modeling for the video game industry. They will learn the full process of real-time environment creation during the Intermediate term, leading to their first demo reel quality piece by the end of the Advanced term. Each semester provides new challenges and levels of feedback designed to push the potential of each student in preparation for their one-on-one mentorship. The primary objective of the final term is to guide students through the production of a professional demo reel demonstrating the skills needed to land a position at a top studio.

Intermediate Term (14 Weeks)

The Intermediate semester is a big one. Students continue to learn modeling in Maya, lighting and rendering in a game engine, sculpting in Zbrush and the Substance suite. All of these new skills will then be applied to a final project specific to environment modeling.

Term Project Example

Advanced Term (14 Weeks)

In the Advanced term, students are very much focused on high-quality projects that are relevant to the industry. Outside of the supervised live classes, the only courses taught are advanced techniques in texturing, shading, detailing, compositing, lighting and rendering. Supervisors will critique and advise students throughout their projects so that every detail is pushed to the highest standard.

Term Project Example

Directed by,

Jonathan Chan
Lead Environment Artist
Capcom Vancouver

Prerequisites

  •  TTO Foundation term (or equivalent prior training to be assessed via application portfolio)

Breakdown

  • Term 2 – 14 weeks, Term 3 – 14 weeks
  • Four core courses + Project Class
  • Class size of 1-8 students

  • Term 4: Mentorship (14 Weeks)

    Term 4: Mentorship (14 Weeks)

We started mentorships back in 2005 and have been perfecting them ever since. In this final semester, students have one-on-one sessions with their chosen mentor to guide them through the production of their demo reel. This is the ultimate objective of the entire course, and something we take quite seriously since the demo reel is your golden ticket to landing a job. You may choose to take this semester either online or by coming to Vancouver and doing it in person.

  • Environments for Games Demo Reel Examples:
  • paradise island mansion zoom out
  • Characters for Games Demo Reel Examples:
  • Organic Modeling for Film Demo Reel Examples:
  • Hard Surface Modeling for Film Demo Reel Examples:
  • Texturing and Look Dev Demo Reel Examples:


Prerequisites

  •  TTO Advanced Term (or equivalent prior training to be assessed via application portfolio)

Breakdown

  • 14 weeks
  • Personalized Mentorship

Weekly Schedule

Beginning of the Week

Beginning of the Week

Each week starts and ends with the live class. Your supervisor will review how the previous week went for each student based on their performance and with metrics derived from the LMS. Specific concerns and Q&As are addressed at this time, as well as advice and direction. The supervisor will also prepare students for the upcoming week. Once a live class is over, the new lessons and assignments are published.

Middle of the Week

Middle of the Week

The middle of the week is for working on assignments and interacting with fellow classmates. Our learning portal makes it easy and intuitive for discussions and questions during the weekly exercises and assignments. Students submit their work for mid-week reviews and feedback. If students have any questions during the week, they have access to our full-time support system, staffed by industry professionals.

End of the Week

End of the Week

At the end of the week, assignments are handed in for assessment and you will receive instructor video feedback. It’s then time to get ready for your next live check-in.

Program Directors

Foundations
Adar Bronstein<br /><em>Senior Character Artist</em><br /><a href='https://www.ea.com/' target='_blank'>Electronic Arts</a>

Adar Bronstein
Senior Character Artist
Electronic Arts

Adar is originally from Israel and has been a CG artist since 2011. His career has spanned across video games, film, television and commercials, on titles such as “Need for Speed Payback”, “Warhammer Eternal Crusade” and “Magic the Gathering”. Although he specializes in character art creation, he is also an experienced environment, texturing, shading and lighting artist, and has a thorough understanding of all pipeline stages. Parallel to working in different studios, Adar has been a modeling instructor since 2013 with an emphasis on proper topology for both characters and hard surface assets.

Click Here to View Adar's Full Bio

Texturing / Look Dev
Justin Holt<br /><em>Texture Supervisor</em><br /><a href='http://www.methodstudios.com/' target='_blank'>Method Studios</a>

Justin Holt
Texture Supervisor
Method Studios

Justin Holt began his career as a lighting technical director working at Rhythm & Hues Studios in Los Angeles on the Academy Award-winning animated feature, “Happy Feet”. His passion for textures then landed him a gig as a texture painter on his second feature film, “The Kingdom”. From there Justin contributed to the texture work on “The Incredible Hulk”, and then accepted the lead texture painter role at MPC to paint the Owlship in Zack Snyder’s, “Watchmen”. In 2009 he took a lead role position at Industrial Light & Magic working on the animated feature, " Rango", and then had stints at Image Engine and Sony Picture Imageworks in Vancouver. Currently, Justin is the texture paint & lookdev supervisor at Method Studios where he gets to oversee all of the work coming through the studio.

Click Here to View Justin's Full Bio

Modeling for Film
Marco Menco<br /><em>Character Lead</em><br /><a href='http://image-engine.com/' target='_blank'>Image Engine</a>

Marco Menco
Character Lead
Image Engine

Marco Menco is a full-time visual effects and concept artist at Image Engine. Coming from Italy with a background in fine arts, he brought his passion for shape and form to the film industry where he examined the intricate and layered world of organic modeling and facial expressions for feature film creatures.

Marco strives to bring his designs to life while exploring the struggle of flesh and living beings in the physical world.

Click Here to View Marco's Full Bio

Characters for Games
Pierre Bourgeot<br /><em>Senior Character Artist</em><br /><a href='http://www.nextlevelgames.com/' target='_blank'>Next Level Games</a>

Pierre Bourgeot
Senior Character Artist
Next Level Games

Pierre is a Senior Character Artist currently at Next Level Games in Vancouver. Previous to that he’s worked at Electronic Arts, Imperia Media, Propaganda Games and United Front Games. He has 12 years of experience as an artist in the games and film industries, including work on several cinematics. Pierre has been with Think Tank since 2006.

Click Here to View Pierre's Full Bio

Environments for Games
Jonathan Chan<br /><em>Lead Environment Artist</em><br /><a href='https://www.capcomvancouver.com/' target='_blank'>Capcom Vancouver</a>

Jonathan Chan
Lead Environment Artist
Capcom Vancouver

Jonathan Chan has spent the past 11 years working alongside some of the game industry's top talent in both AAA titles and mobile. His career began at a studio called Silicon Knights, where he worked on a secret horror sandbox game with seniors that developed METAL GEAR SOLID. Following that project, he continued his work as an Environment Artist at Rockstar where he worked on MAX PAYNE 3. This lead to his next position as a Lead Artist at Ubisoft where he had the opportunity to work on RAINBOX SIX: PATRIOTS and SPLINTER CELL: BLACKLIST. Leading a small team started his second passion of strategizing, dissecting and inventing theories, process’s and workflows that would support and help artists. His last two positions as Lead Environment Artist at Bethesda’s Battlecry studio and Capcom have both focused and excited his love of art creation and helping artists. He currently is leading a talented group of artists at Capcom on an unannounced project.

Click Here to View Jonathan's Full Bio

The Think Tank Advantage

Project Driven Curriculum

When designing the curriculum, we started with the end goal in mind: a job at a film or video game studio. We know what makes a demo reel stand out because our students are consistently getting hired and studios tell us what they are looking for. With this in mind, the primary goal is preparation for the demo reel semester. We work backward and design projects in each term that prepare students for the subsequent terms.

Director Led Learning Paths

Upon finishing the Foundation semester, students will be in a position to choose a specialized learning path and further hone their skills. Each path is developed and maintained by a director. All of our directors are esteemed working professionals in the industry and have been selected based on the strength of their teaching and mentoring abilities. Check out our directors and know you are in good hands.

The Tank Advisory Board

Our Advisory Board consists of recruiters, supervisors and lead artists from the most progressive and respected studios in the world. We are constantly evolving our program to ensure it serves the future success of our students, and the Advisory Board helps to keep us ahead of the curve.

Tuition

Foundation
Intermediate Advanced Mentorship
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  • 16 months of training
  • Pay per term or all at once
  • Director-derived curriculums that allow for job focused demo reels
  • Weekly live lessons and Q&As with seasoned industry professionals
  • Access to Think Tank’s comprehensive resource centre
  • 5% off when you pay for all 4 terms up front
  • Live one-on-one mentorships

PROGRAM BEGINS:
October 2, 2017

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