Computer Graphics World

DECEMBER 2010

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Special Section: Education Making it Transitioning from the classroom to the studio takes talent, hard work, and personality WoRk By Randi Altman T hanks to the still str uggling economy , recent graduates ar e finding the compe- tition for wor k tougher than ev er. Tat is why it is mor e important than ev er to be prepared for r eal-world envir onments, ev en before offered that particular opportunity. Schools and training pr ograms will cer - tainly get y ou close, but talent, dedication, personality, the willingness to take dir ection, and the ability to be a team player will get you all the way there. In this article, we look at how some digital content cr eators put these traits to work. Cinesite’s Chris Mulcaster Chris Mulcaster’s road to becoming a pr ofes- sional modeler and textur e artist found him parked at Cinesite London’s Inspire Program, a six-week paid internship that allo ws gradu- ates to work alongside experienced pros while creating visual effects for feature films. Mulcaster, a P ortsmouth University (UK) graduate with a computer animation degr ee, Chris Mulcaster, now full time with Cinesite, spent months preparing his show reel (featuring this VW Bug) until he was ready to apply for jobs. also has an intensiv e 12-w eek course in visual effects at London’s Escape Studios un- der his belt. Tis schooling gave him a good base of experience wor king with tools such as Autodesk’s Maya, 3ds Max, and Mudbox, Apple’s S hake, Te Foundry’s Nuke, P ixo- logic’s ZBrush, and Adobe’s Photoshop, but what he r eally craved was r eal-world wor k, and that’s exactly what he found at Cinesite (www.cinesite.com). At the start of his internship, Mulcaster be- gan working on Te Chronicles of Narnia: Te Voyage of the Dawn Treader as a junior 3D art- December 2010 31

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