Careers in Computer Graphics Animation - Gardner's Guide Series Author:Garth Gardner Careers in Computer Graphics and Animation offers 13 chapters of extensive, up-to-date information for the individual planning a career in Computer Graphics. Resources include descriptions of over 130 positions, along with salary information, 100 interviews with real-life practitioners, and advice from over 75 different practitioners from studio... more »s such as PIXAR Animation, Blue Sky, Will Vinton, PDI/Dreamworks and Disney Interactive. Find out about daily duties, educational needs, salary and resources for further inquiry into the areas of specialty. Also includes practitioners' general advice to beginners, and advice on portfolio issues. The appendix contains sections on organizations with contact information, books and magazines for further reading, and an extensive glossary of terms used in this book. Overview of Chapters
Chapter 1: Animators
This chapter examines the role of the Animator at traditional and computer animation studios. Various animation techniques, from stop-motion, to cel animation, to computer animation, are discussed in this chapter. Chapter 2: Modelers
This chapter explains the role of modelers. Three-dimensional Animation must start with a model. Sometimes the models are built with clay, and other times the models are built on the computer through the use of three-dimensional computer graphics. In this chapter a few of these modeling positions are defined. Chapter 3: Designers
This chapter explores some of the design positions that now use computers as a medium for visualizing the final results. It looks at some of the general areas of design, such as graphic design that have now been incorporated into the computer graphics field. Chapter 4: Creative and Technical Directors
The computer graphics field requires both technical knowledge and creative inspiration. This chapter looks at the contributions of Creative Directors and Technical Directors who often work closely with one another to determine what can be accomplished on projects in an allotted time span. Chapter 5: Supporting Artist
This chapter examines the roles traditional fine artists often play in the production of a computer graphics project. Often involved in the planning stages of the production, these artists often find employment under titles such as Character Designers and Painters. Chapter 6: Editors
This chapter explores the roles of postproduction practitioners such as Video Editors, Print Editors, and Compositors. Both linear-analog and non-linear-digital career opportunities are covered in this chapter. Chapter 7: Programmers and Engineers
From Web Developers to Software Developers, this chapter defines the career options for technical practitioners in the art of computer graphics and animation. These computer scientists and engineers range from individuals who write scripts or code on the computer to aid an artist in creating a unique effect, to those who write programs for video games. Chapter 8: Managers/Producers/CEOs
Managers, Producers, and CEO's are the individuals who often finance and oversee productions. This chapter defines the production titles often given to Company Executives on a project. Chapter 9: Educators and Trainers
This chapter describes the roles and responsibilities of Educators including College Professors, Industrial Trainers, Studio Trainers, and others whose careers may involve teaching people media technologies. Chapter 10: Writers
Having an understanding of media technologies is important for all writers, as professionals may be required to upload information directly to the internet, code information, and/or create hyperlinks. This chapter examines the roles of Writers in this technological field. Chapter 11: Camera Operators
This chapter looks at the traditional roles of some Camera Operators. With the advent of such tools as digital cameras and digital audio mixers, the audio-video field has widened the definiti« less