Adjunct Faculty - Simulation Science, Gaming and Animation Program

Employer
Embry-Riddle Aeronautical University
Location
Arizona, United States
Salary
Salary Not Specified
Posted
Jul 16, 2021
Employment Level
Adjunct
Employment Type
Part Time
Job Description

Embry-Riddle Aeronautical University in Prescott, AZ, invites applicants for multiple adjunct faculty positions in our Simulation Science, Gaming and Animation Program.

The Simulation Science, Games, and Animation (SSGA) degree aims to transform students into multidisciplinary designer developers equipped to anticipate, create, and construct interactive, immersive experiences. These experiences can address complex needs from many domains, leveraging emerging technology and connecting this and information back to the human experience.

The SSGA degree requires diligence in; game design, digital media, computer science, simulation, statistical modeling, software engineering, and general education that merge into a coordinated, coherent major. The breadth and depth designated for areas of study provide a functional and whole degree experience.

The program aims to equip students with diverse demographics, technically and creatively, in mathematics, programming, content creation, software development, and critical thinking. As technical artists, students will derive the ability to design real-time interactive systems from the ground up - from graphical algorithms to interactive-story scenarios to game levels to simulation engines. They build game systems to employ artificial intelligence, code, and content designed to generate compelling interactive models of complex variables or 3d virtual environments.

We are currently hiring adjunct faculty to meet the following needs:

Simulation Scientist to teach the following course:

Introduction to the basic aspects of modeling and simulation. Topics include statistical models, queuing theory, random variate generation, simulation languages, object-oriented programming, graphic output with animation, design and analysis of experiments, and verification and validation of simulation models. A term project involving the simulation of an element of aviation or aerospace may be assigned. Junior standing.

Digital Illustration instructor to teach the following course:

SIM 115: Digital Illustration

This course provides an overview of illustration, its transition into the digital age and hands-on application of foundational concepts and techniques. Students will be introduced to traditional art principles and learn how to apply those aesthetic principles using digital applications and tools. The course will survey specialty areas of illustration and various software and techniques as applied to information and entertainment media.

Prerequisite: None
Software used: Adobe Illustrator, Adobe Photoshop, Adobe Capture

GOALS :

Students demonstrate an understanding of the basic underlying technology of two-dimensional digital graphics, the foundational concepts of image aesthetics, and the illustration principles and techniques to necessary to create original illustrations using industry standard, state-of-the-art software.

PERFORMANCE OBJECTIVES :

  • Understand the different areas and roles in the field of digital illustration.

  • Use industry-standard media technologies available for digital illustration.

  • Apply traditional illustration concepts to digital image production.

  • Apply both vector and raster based techniques to create digital illustrations.

  • Apply understanding of aesthetic concepts to image creation.

  • Apply strategies to develop intricate illustration with sophisticated techniques.



3D Artist / Modeler to teach the following course(s):

SIM 201: World Building, 3D Modeling

This is the introductory course focusing on content creation technologies for the production of 3D assets for world building. The focus will be on the principles and methods of modeling of organic and hard surface assets for animation. Students will achieve fundamental understanding of using 3D softwares to designing and construct 3D models.Topics will include polygon modeling, surface modeling, deformers,, animation tools for modeling, UV applications, sculpting, and procedural modeling.

Software: Maya, Zbrush, UVlayout, Adobe Photoshop

Prerequisite: None

GOALS:

Students will demonstrate the understanding and skill necessary to create 3D assets for use in virtual environments. Students will demonstrate the ability to implement various types of modeling methods and approaches to create novel virtual assets. Students will demonstrate in-depth understanding of how models can be constructed, sculpted, topologized, and UVed,for integration into a production pipeline.

LEARNING OUTCOMES:

Upon completion of the course, students will be able do the following:
1. Define and various modeling techniques and describe the historical development.
2. Define modeling techniques and explain the appropriate application of different methods.
3. Describe concepts of modeling for animation and recognize widely used approaches and techniques.
4. Demonstrate ability to use various 3D asset creation softwares.
5. Demonstrate ability to model and sculpt various types of 3D assets.
6. Demonstrate ability to create procedural tools to generate 3D assets.
7. Develop design sensibilities of form and appeal for animated content.

SIM 203: World Building, Mechanics

The third in a series of courses focusing on content creation technologies for the production of 3D assets for world building. The focus will be on the principles and methods of mechanical rigging for the animation of biological and mechanical systems. Students will achieve fundamental understanding of then mechanical rigging concepts for multiple animation control types. Topics will include joint placement, connection methods, skinning, procedural deformers, set-driven key, forward kinematics, inverse kinematics, invisible control systems, and auto-rigging.
Software: Maya, Online Auto-rigging Tools

Prerequisite: SGA 201: Modeling / World Building I

GOALS:

Students will demonstrate the understanding and skill necessary to create rigs for common animation control types and demonstrate the ability to implement various types of rigging methods for novel virtual assets.

LEARNING OUTCOMES:

Create and edit node base-hierarchies. Identify and edit pivot point locations of nodes. Apply procedural deformers to geometry for animation. Design skeleton for several types of 3d models Apply and modify a skin weights to bind joints to geometry. Create rigging controls for a joint chain skeleton.

Qualifications
  • Master's degree or Ph.D.

  • Industry experience is highly valued

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