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Published byBrendan Richard Modified over 9 years ago
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What am I talking about? Creative industries have fundamentally changed in the past 20 years and have become high tech industries Budgets are exploding, expectations are exploding, risk is exploding, time and patience are completely absent The Academy has been slow to embrace the changes forced upon industry by the technology The old partnership between Academy and Industry is no longer valid
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Why Industry needs this 30 years ago, companies had a stable of internal talent, both technical and artistic, that could handle any project Digital revolution completely overhauled both the media and the product – new tech needed new skills and talents New technicians knew their bits and bytes, but not how to entertain or tell a story. Human bridges to span both technical and artistic realms are in HIGH demand
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Why they don’t hire kids Stakes are too high to take a risk on unproductive team member Veterans know the drill, earn their money and are low risk Big industry is actually a very small community, veterans come with recommendations as well as a reel
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Why they would if they could Fresh college grads work cheap They strive to please Willing to work long hours Full of ideas Least likely to take vacation, sick days, family leave
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Why Academia hasn’t filled the bill Historically, the academy narrowed the focus and enriched the individual, left contextualization to industry Academy still using antiquated concept of disciplines and career paths, industry abandoned them 20 years ago Academy prides itself on being separate from industry, but separation may lead to irrelevance.
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Enough talk, we go in!
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An Example… Building Virtual Worlds Initially conceived by Randy Pausch after a sabbatical at Disney Imagineering Originally an UNDERGRADUATE course… Eventually birthed a Masters Program, the ETC
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How was it set up? Semester long class, MFW 2 hrs per day 1 Professor of record, mostly guest lectures, cross listed Students assigned to groups of 4, given a goal 14 days to achieve that goal Mix up the teams, new goal, 14 days A total of 5 “rounds” then a show for the public
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Who can register and how… The class must be balanced, so registration by permission only 4 groups/disciplines of students Programmers, writers, artists, designers, technicians… Grouped by DEMONSTRATED SKILLS ONLY Size limited by facilities, 48 a likely limit
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How it runs… 1 st week is individual with goal to establish a workflow Instructor assigns groups, present at 7 day mark and 14 14 days later, show your work, evaluate, shuffle teams Rounds 3 & 4 work just like 1 & 2 Round 5 teams can self form, set their own goal Any project can be brought to jury for final show
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Groups! Devilish details Groups need to be 4 students, 1 of each type No kidding, 4 is the magic number! Check your ego at the door Be open to good ideas, they will likely not come from you! You can put up with ANYTHING for 2 weeks, so NO WHINING!
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Projects! 14 days total time 4 students per group Present status at 7 day mark Present finished piece at 14 day mark SCOPE is KEY!!!!!!!! Failure is OK, as long as you fail big!
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Lectures Mondays are lecture days Most are guest lectures Relatively low level (aimed at the non majors) Project goals usually linked to lecture topics…
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Evaluations! After each round, group members evaluate each other 3 evals per round, 5 rounds 15 evals total After 2 rounds, if you have 6 negative evals, not good.
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The show must go on! Independent jury selects 12ish best projects for show Students then have to make them “show worthy” Plan A, plan B, Plan…G! Invited guests up the ante!
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Roll film!
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Discussion!
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