Training in Computer Graphics for Entertainment Production: What Future TDs Need to Know
Jacquelyn Ford Morie · 1999
Training grounded in the theory and sound concepts of any discipline is widely recognized as the most appropriate educational practice which serves students well beyond their graduation. But in an increasingly competitive world students can be given a jump-start into a career by focusing their education towards an understanding of the knowledge set they will need for certain types of careers that use that discipline. Computer graphics is an especially rich area within Computer Science or Engineering departments, in that a large number of careers make use of the same basic concepts. However, careers in computer graphic areas almost always require other skills sets of its potential employees, as most are interdisciplinary professions where computer graphics forms but one aspect of the actual job. Examples of this are numerous and range from architecture to CAD/CAM to medical applications. The specific career that I will discuss as an example of training for real world applications has been a highly sought after one for many computer graphic students in the last decade — that of technical director for entertainment applications such as film, television and games. In spite of adequate computer science theory and conceptual training, many graduates are not accepted by this industry because of a lack of understanding of what is expected, and a corresponding lack of additional relevant skills. This paper explores some of these desired skills and serves as a basis for discussion for how educating students towards an understanding of skills necessary for many computer graphic careers can be included in a traditional computer science or engineering program.