Fundamentals of light and form give understanding to communicating art, and it is in this module that students go through a rigorous series of training - designed to hone and nurture their eye to see light and shadows, and the methods to craft illusions of three dimensions on a flat surface from reference as well as from imagination
Diploma in Entertainment DesignSpeak with an Advisor
Entertainment designers are essentially storytellers. Storytelling is at the heart of your role as an artist, whether you’re venturing into animation, video or games. They bring stories to life by designing novel characters and worlds. This requires an unique imagination, a thorough understanding of the creation process, and the ability to conceptualize within the parameters of a given story.
Our program prepares you to join the next generation of storytellers while teaching you the latest software used in the entertainment industry.
|Awarded By||:||MAGES Institute of Excellence|
|Programme Layout||:||Full Time – 5 days a week and 5 hours a day|
|Part Time – 3 days a week and 3 hours a day|
|Note||:||International Students can only opt for Full Time programmes|
|Course Intake Dates:|
|23rd October 2017|
|In order to file for a graduation certificate, the student must have completed and passed all the modules of the course.|
Programme HighlightsLearning Beyond The Classroom
Students explore a blend of digital image creation techniques and traditional theory to create original characters, environments and concepts for the entertainment design industry as well as developing insight into career opportunities and industry standards.
Students also develop specialist skills in 3D modeling relevant to the work of a concept artist.
Students are guided to build their portfolio to increase their chances of employability upon graduation.
Methods of Assessment
Each module will be assessed through a combination of assignment, progression test, attendance and project work.
Anyone who wants to build a career in entertainment industry.
Fundamentals of Pre-production
Students will learn the fundamentals of drawing, perspectives lighting and shading. Students will also learn how to communicate visually. Students will learn techniques in digital concept art for designing interesting and memorable character and Creature concept. Students are also trained to apply the fundamentals of composition and perspective in creating environment for styles specific to different genres.
Concepting for Character, Creature and Environment
Students will learn the creation of complex organic 3D character models, 2-D and 3-D textures for use in Entertainment Design.
This final term will be dedicated for students to practice close-to-actual concept Development for Entertainment Design, even potentially, live projects with real clients which will be an invaluable experience to those who qualify.
Digital Painting & Sketching
DED101: Digital Painting & Sketching
Visual Story - Perspectives
DED102: Visual Story - Perspectives
This module introduces students to perspective and allows them to learn how to draw accurate representations of objects as they really see them in the world. Perspective enables artists to create lifelike spaces by learning how the visual world works in volumetric space. These perspectives enable students to build forms and environments in precise space.
Design Studio 1 - Character Design
DED103: Design Studio 1 - Character Design
Students will attempt to create their character designs with detailed focus, using logic combined with aesthetics, to create a believable design that can be used in the game, animation or film industry. Students will hone their digital painting skills by using painting techniques, various methods such as custom shapes, custom brushes etc, to finish and polish up their character design.
Design Studio 2 - Environment Design
DED104: Design Studio 2 - Environment Design
Developing environments for the entertainment industry is one of the cornerstones of the concept artist’s work. The students are trained to apply the fundamentals of composition and perspective in creating environment. Students will learn to develop themes and styles specific to different genres. Topics covered include cartoon, realism.
Design Studio 3 - Creature Design Unleashed
DED105: Design Studio 3 - Creature Design Unleashed
IStudents will learn techniques in digital concept art for designing interesting and memorable creature concept. This module covers fundamental ideas behind creature design through the creation of unique thumbnails and rough studies.
Digital Sculpting for Artists
DED106: Digital Sculpting for Artists
This module focuses on the creation of complex organic 3D character models, 2-D and 3-D textures for use in Entertainment Design. Students will discover surface texturing to give a realistic clay look. Techniques for cutting and building surfaces to create both rigid and soft surfaces will be provided. Students will texture surfaces using photographic references and hand painting in software.
Entertainment Design Studio
DED107: Entertainment Design Studio
This module introduces students to Entertainment Design Projects, and is the start of the Live Studio Environment, where students are briefed, and work on separate Entertainment Design Projects.
DED108: Portfolio Development
This module guides students through the final stages of creating a portfolio that is geared towards creating illustrations/ concepts for Entertainment Design. Under faculty supervision, students will review, revise, and refine previous deliverables based on peer and faculty evaluation, and create a portfolio that demonstrates a mastery of industry standards and expectations.
Capstone Studio Practice
DED109: Capstone Studio Practice
The Capstone Studio Practice is a research-based module that integrates concepts and work from throughout the program. Students are expected to integrate skills, knowledge, and creativity to produce a project that will showcase professional expertise in a chosen career field. Student can choose to work on the individual project or live project mentored by the industry partners at MAGES campus or at the company.
Concept Artist (2D/3D)
Role of a Concept Artist is to generate visual reference for an object (like weapons, armor and vehicles) or being (like a character or creature) OR Environment that does not yet exist. This includes, but is not limited to film production, animation and video game production. A concept artist may be required for nothing more than preliminary artwork, or may be required to be part of the creative team till the project reaches fruition. Concept artists are an enigma in the art world.
- Feature Animation
- Feature Films
- Industrial Design Studios
- Theme Parks
- Video Games
What people say about us
Yoda in Metal
Digital Painting Tutorial, Metal Statue Study
This one is specially for all Star Wars Fans - a life-like sketch of Yoda’s metallic sculpture.
Digital Painting Tutorial, Blue Magic Stone Study
A stunning demo on how to paint an azure blue philosopher’s stone, meant for an enchanted forest environment. Taking detailing and texturing to the next level.
The Mountain Ram
Digital Painting Tutorial, Animal Head Study
A detailed digital painting of a Mountain Ram - focusing on colour techniques. Starting from line drawings and going directly to work with colour.
Digital Painting Tutorial, Gypsum Geometry Study
Meant to build the foundation of beginners in digital painting. With the right basics anyone can conquer the world of pixel paint.
Previous Art Director, Zealot Digital
With more than 6 years of industry experience, Dongjun brings immense talent, skill and passion to the classroom. Previously an Art Director, he has worked on many famous games such as King of Avalon, Toukiden & AION Legion amongst many others. Dong Jun holds a Bachelor in Mechanical Design, Nanyang Technological University, Singapore. Now with more than 5 years of teaching experience, he guides MAGES students to new levels of creative excellence.
Sek Yong Kai, Kobe
Associate Art Director, Ubisoft Singapore
Kobe Sek is a concept artist, modeler and Associate Art Director working at Ubisoft Singapore.He has worked on numerous projects for Ubisoft, with some of his notable pieces manifesting themselves in the Assassin's Creed series, where his specialization lies in concept art, character design, environment design and digital illustration. Kobe received his Diploma in Digital Animation from The One Academy of Communication Design, Malaysia
Senior Artist, Ubisoft Singapore
Kerwin Atienza is a Senior Artist at UBISOFT has 9+ years of solid experience concentrated in Game Development. He has shipped 21 games in his career, 2 of which have won "Game of the Year", and 7 of them are Triple-A titles.He graduated with honors (Cumlaude) in his Bachelor's of Arts Degree in Multimedia Arts at Asia Pacific College, Phillipines.
1. Intake Consideration
Applicants must have a passion for creation, a love for media and entertainment, and willingness to strive for good results.
2. Minimum Age
16 years old (based on date of birth) at point of start class.
3. Academic Qualifications for Diploma Intake
GCE ‘A’ Level with minimum passing grade “E” or
Obtained C6 in any of 3 GCE ‘O’ Level subjects or Certificate Level or NITEC have to complete MAGES Foundation Course (SC122-Basic Drawing) for the relevant programme prior to entry into selected Diploma courses. Exceptions for the foundation programme may be granted on a case-by-case
GCE ‘A’ Level with minimum passing grade “E” or
Applicants should have passed a minimum of 12 years senior high school education with proof of pass in English. Student has to pass all subjects with the required averaged score of 65%. or
3 GCE ‘O’ Level passes or Certificate Level or NITEC have to complete MAGES Foundation Course (SC122-Basic Drawing) for the relevant programme prior to entry into selected Diploma courses. Exceptions for the foundation programme may be granted on a case-by-case.
Candidates with a minimum of 10 years senior high school education with proof of pass in English have to complete the MAGES Foundation Course for the relevant programme prior to entry into selected Diploma courses. Student has to pass all subjects with the required averaged score of 65%. [Ref: Student has to pass all subjects with the required averaged score as below: Indonesia: Year 11 with an average 65%; Sri Lanka: Year 10 Pass; India: Year 10 Pass Vietnam: Year 11 with an average 65%; Myanmar: Year 11 Pass; China: Year 11 with an average 65% ; Others: Year 11 with an average 65% ]
Mature Candidates Entry
Applicants must be at least 21 years of age with 2 years working experience.
4. English Proficiency
GCE ‘O’ Level English - Requires a minimum of C6 English grade
Pass interview with the Academic Director and assessment by Academic Board (if student does not meet the above English requirement)
Other equivalent qualifications where the medium of instruction is English
Student may attend additional English classes and pass at the equivalent of upper intermediate level (if student does not meet any of the above English requirements).