Látványtervezés Alapdiploma Hollandiában

Megteintése Látványtervezés Alapképzések Hollandiában 2017

Látványtervezés

Az alapdiploma egy olyan graduális végzettség, melyet az egyetemek és a főiskolák egy adott képzés elvégzése után adnak a hallgatóknak. A legtöbb alapképzés három vagy négy éves, de vannak olyanok, amelyek akár hét évig is eltarthatnak.

Az emberek, a nyelv és a kultúra, a holland nevezik "holland ". A modern európai országban ma, Hollandia megőrizte nagyon nemzetközi jellegét, és ismert a liberális gondolkodásmód. Hollandiában sok egyetemeken. Az ország nemrég átalakított saját címek a bachelor / master rendszer.Kétféle egyetemek: Akadémiai (ennél sokkal inkább az elméleti tudás, más néven "Universiteit ") vagy alkalmazott tudományok (ennél sokkal inkább a gyakorlati tudás, más néven "Hogeschool ")

A Legjobb Látványtervezés Alapképzések Hollandiában 2017

Mutass többet

Agglegény - Játék Design és Fejlesztés

Hanze University of Applied Sciences - Groningen, the Netherlands
Campus Nappali 4 év September 2017 Hollandia Groningen

A nemzetközi Game Design & Development Major (GDD) körül forog játék design, a játék fejlesztése és hogyan játékok hajtják végre, hogy elérje egy adott célra. Lesz dolgozni játék koncepciók, 2D és 3D grafika, a játék fejlesztése és a játék értékelése, igazítani a jelenlegi fejlemények a tantervben. Míg dolgozik a csapat, akkor megtanulják, hogyan lehet fordulni a játék koncepció egy végtermék, és hogyan lehet bevonni a végfelhasználó a termék fejlesztésébe. Van extra hangsúlyt fektet a kutatás, az innováció, az interkulturális kommunikáció és a vállalkozói szellemet. Továbbá, akkor működni fog a fejlődő speciális szakmai ismeretek szükségesek, mint a játék tervezője, játékmüvésze, játékfejlesztő vagy játék értékelő. [+]

A Legjobb Látványtervezés Alapképzések Hollandiában 2017. Game Design és fejlesztés: www.hanzegroningen.eu/gdd Games látható körülöttünk, a népszerű hagyományos játék konzolokra és PC-k, a mobil és tablet-alapú játékokat játszott szórakoztató. Sőt, egyre inkább használják tanulási eszközök formájában úgynevezett komoly játékok. Lehet, mint játék, de te különösen kíváncsi, mi kell ahhoz, hogy egy játék munka: annak néz, mechanikája, valamint a belső technikai rendszer. Ez a négy év nemzetközi nagy a játék tervezése és fejlesztése készíti fel a nemzetközi karrier terén a játék tervezése és fejlesztése. A program során, akkor fog működni, hogy meghatározza és előmozdítása játék koncepciók, ami a 2D és 3D grafika, valamint a fejlődő a kódot játék. Befejezése után a program, akkor képes lesz arra, hogy a munkát a nemzetközi játékipar a játék tervezője, játék előadó vagy játékfejlesztő. Program bemutatása A program során, akkor fog működni, hogy meghatározza és előmozdítása játék koncepciók, ami a 2D és 3D grafika, valamint a fejlődő a kódot játék. Minden tanuló kap alapképzés ezek az elemek az egész első évben, míg szakosodott egyikük során a többi programot. Miközben dolgozik a csapat, akkor megtanulják, hogyan kell bekapcsolni egy játék koncepció egy végtermék, és hogyan lehet bevonni a végfelhasználó a fejlesztési ciklus. A hangsúlyt a kutatás, az innováció, a kultúrák közötti kommunikáció, és a vállalkozói szellem, hogy mind a generalista és specialista képzési program a kreatív ipar. A Hanze UAS Open Days, egy előadást arról, Game Design & Development. Első év Az első évben a Game Design & Development, akkor fejleszteni a tárca által dolgozik egy szórakoztató játék, és egy oktatási játék. Ezekben tervezési és fejlesztési projektek, megtudhatja az alapokat a játék design, játék művészet és a játék fejlesztése. Sőt, akkor megtanulják, hogyan kell kombinálni a kutatás és a kultúrák közötti együttműködés sikeres pályázatok, produkciókat. érettségi időszak Lesz teljes a program, ha volna egy érettségi feladat, amely akkor foglalkozik egy bonyolult ügy, és tervezzen egy játék alapú megoldás segítségével tervezéskutatás együtt gyűjtött készségek és ismeretek. Végére a program, akkor a szakmai tapasztalat, egy nagy sor személyes képességek, a diploma, valamint egy nagy portfolió, így minden követelménynek meg a játékiparban a. Karrier kilátások Befejezése után a program, akkor képes lesz arra, hogy a munkát a nemzetközi játékipar a játék tervezője, játék előadó vagy játékfejlesztő. Másik lehetőség, hogy akkor is képes dolgozni, mint egy multimédiás tervező vagy multimédia-fejlesztő, a kreatív ipar. [-]

Bachelor in Product Design

Willem de Kooning Academy
Campus Nappali September 2017 Hollandia Rotterdam

Product Design is about constantly examining the relationship between products and their users. There are all sorts of products and they are everywhere, from the purely functional to those that make a statement. [+]

Product Design is about constantly examining the relationship between products and their users. There are all sorts of products and they are everywhere, from the purely functional to those that make a statement. Emerging new technologies are triggering debate about the foundations of existing ideas about product design, use and the product economy. The free use of new distribution and production opportunities are creating major opportunities for product designers now. At its core, product design is about questioning and redefining what already exists. This is why, as a product designer, you develop meaning and think about appearance. An important part of your course is discovering and developing materials, often new ones, and production processes by literally ‘getting your hands dirty’. You could even go one step further: to not be afraid to dismantle the existing, both in a physical and a conceptual sense as well as in terms of production and distribution. In doing so, you develop new ideas and ways of use; you dive deeply into the consequences of designing in practice. Examples are aspects such as environmental and social sustainability. As a product designer, you are thus not limited to existing instruments, but you either adapt these instruments or you design your own instruments. This goes beyond the product itself: product design is not limited to tangible things, but it can also result into a process or a service. In short, product designers are people who see themselves as experimental, research-driven, collaborative and entrepreneurial in imagining how products can change our future. Creating Pioneers Our successful Lifestyle alumni include: Suzanne van Beest (nominated for the Electrolux Design Lab Competition and listed in HOT100) and Isaac Monté (winner of the Drempel Award 2013 and the Henri Winkelman Award 2013; currently he is Head of the Department of Product Design at The Academy of Design in Colombo/Sri Lanka). PORTFOLIO CHECKLIST Are you … talented in visual arts? independent and responsible? dedicated and motivated? entrepreneurial? Then visit one of our Open Days or Open Evenings – and bring your portfolio! – and apply for admission. WHAT A selection of 10-15 works which were preceded by a creative process For example: designs, objects, photos, films, games, animations, fashion (accessories), furniture, models, drawings, posters, campaigns, paintings, usable artifacts and sculptures. You can publish and present all of this in a neat traditional portfolio folder, but you can also use different methods: 3D work can be brought in a (cardboard) box, digital work can be presented on a laptop or tablet. Please note: apart from these works, please show us some other things you created. Make a careful selection between the two. That way, we can assess to what extent you have an insight in your own qualities and your own work. [-]

Bachelor in Fashion Design

Willem de Kooning Academy
Campus Nappali September 2017 Hollandia Rotterdam

In their designs, fashion designers work from a creative and critical vision of current developments in fashion and society. Fashion is about visual communication: how do you communicate your designs in various media? [+]

A Legjobb Látványtervezés Alapképzések Hollandiában 2017. In their designs, fashion designers work from a creative and critical vision of current developments in fashion and society. Fashion is about visual communication: how do you communicate your designs in various media? You learn to define and discover trends and to respond to the market needs of consumers. By developing your own vision and signature in the fashion industry, you will learn about shape, colour and material. During your studies you will work on real items of clothing, collections and all-round presentations. Using the human body as starting point, you learn to explore how fashion works and how to design interdisciplinary and cross media collections. You will learn to design using 2D and 3D techniques, skills and studying imagery, and will develop your own signature in the world of women’s wear, men’s wear or fabrics/textiles. You learn how to use your knowledge and craftsmanship to show current directions in fashion or its ability to push boundaries and applicability and present these. You learn about different disciplines and to deal with deadlines. Apart from pure fashion, you also study illustration, photography and digital media and take part in project-oriented learning around a fashion issue. Apart from designing, you also take part in projects such as drawing, pattern designing, photo styling or moulage. During your course you will be assessed on your talent, your ability to work freely, originality and the development of your own vision and signature with the wider profession. You can further specialise and widen your skills by taking minors. You can gain international experience through an internship and/or an exchange in a city such as Paris, London, Antwerp, Stockholm, Berlin or New York. After graduating, you can work as a fashion designer, pattern designer, brand visualiser or stylist. Creating Pioneers Our successful Fashion alumni include: Jonathan Christopher Hofwegen (winner Designer for Tomorrow and Henri Winkelman Award 2013; at present working for Karl Lagerfeld); Maryam Kordbacheh (nominated for Hyères International Festival of Fashion and Photography); Daisy Kroon (designer); AJ Mets (designer); Margreeth Olsthoorn (shop owner); Arie Versluis and Ellie Uyttenbroek (Exactitudes); Stella Verdult (La Coste/Zara); Katinka Feijs (Chloé, Paris); Saskia van Langevelde (Vogue, Elle); Valerie Romers (Supertrash); Serena Asselman (V&D); Yentl Oomen, Katrien Baaij and Niels Brinkman (G-Star); Corina Diepen­Stolk (Sissy Boy); Leontine Hagoort, Henriette Visser (Bijenkorf); Sandra Cruden (Kyuchi and Diesel); Wendela van Dijk (shop owner); Peter Jeroense (fashion illustrator); Anja Koops (stylist/editor); Linda Korver (H&M Stockholm); and Marjolein Stormezand. PORTFOLIO CHECKLIST Are you … talented in visual arts? independent and responsible? dedicated and motivated? entrepreneurial? Then visit one of our Open Days or Open Evenings – and bring your portfolio! – and apply for admission. WHAT A selection of 10-15 works which were preceded by a creative process For example: designs, objects, photos, films, games, animations, fashion (accessories), furniture, models, drawings, posters, campaigns, paintings, usable artifacts and sculptures. You can publish and present all of this in a neat traditional portfolio folder, but you can also use different methods: 3D work can be brought in a (cardboard) box, digital work can be presented on a laptop or tablet. Please note: apart from these works, please show us some other things you created. Make a careful selection between the two. That way, we can assess to what extent you have an insight in your own qualities and your own work. [-]

Bachelor in Illustration

Willem de Kooning Academy
Campus Nappali September 2017 Hollandia Rotterdam

You will develop into a designer that is specialised in creating applied images and visuals. Illustration is becoming increasingly more visible in our strongly visually-oriented communication culture. [+]

You will develop into a designer that is specialised in creating applied images and visuals. Illustration is becoming increasingly more visible in our strongly visually-oriented communication culture. You will focus on three areas of research that you will examine both from theory and from practice. These are: storytelling – telling a story through images; information design – creating information in images; authorship – expressing personal opinions through images. The curriculum consists of quarterly projects, at the core of which you do research into these three areas and their relationship to international professional practice. You will work on various products including print media, web design, games, animation, info-graphics and spatial designs. In doing so, you will meet professional designers and illustrators while exploring new and innovative ways of applying illustrations. The use of digital media and cross media plays an important role in each quarter. International experience and training can be done through exchanges at various institutes abroad, including in Los Angeles, Boston, Berlin, Copenhagen and Tokyo. After earning your bachelor degree, you can continue and to a master, for example our Master Design. There are also options available to do particular masters in illustration courses in other countries in Europe and in the United States. As an illustrator, you learn to professionalise your craft both independently and in a team, and you develop the mind-set that is expected of you in contemporary professional practice – you are in touch with the world, critical and searching for your own imagery and vision. After graduating, you can work as a freelance illustrator, enter into collaboration with other illustrators or designers, or position yourself as a production or design company. Creating Pioneers Our successful Illustration alumni include: Daniel Rozenberg (Dadara); Luuk Bode; Raoul Deleo; Misja Baas (Guerilla Games); Willem Lagerwaard; Deborah van der Schaaf; Eelco van den Berg; Johan Kleinjan; Simon Buijs (Bobby Pola); Jaron Korvinus & Daan Mens (StudioSpass); Denise van Leeuwen; Eva Galesloot; Loes Riphagen; Jelmer Noordeman & Koen Harmsma (Bier&Brood); Basto Elbers (Sober Industries); Miel Krutzman and Telmo Pieper (TelmoMiel). PORTFOLIO CHECKLIST Are you … talented in visual arts? independent and responsible? dedicated and motivated? entrepreneurial? Then visit one of our Open Days or Open Evenings – and bring your portfolio! – and apply for admission. WHAT A selection of 10-15 works which were preceded by a creative process For example: designs, objects, photos, films, games, animations, fashion (accessories), furniture, models, drawings, posters, campaigns, paintings, usable artifacts and sculptures. You can publish and present all of this in a neat traditional portfolio folder, but you can also use different methods: 3D work can be brought in a (cardboard) box, digital work can be presented on a laptop or tablet. Please note: apart from these works, please show us some other things you created. Make a careful selection between the two. That way, we can assess to what extent you have an insight in your own qualities and your own work. [-]

Bachelor in Audiovisual Design

Willem de Kooning Academy
Campus Nappali September 2017 Hollandia Rotterdam

Audiovisual media play a major role in information provision, education and entertainment. In our department you will learn to develop images and sound. You will learn about sound and camera techniques, software techniques, production methods and concept development. [+]

A Legjobb Látványtervezés Alapképzések Hollandiában 2017. Audiovisual media play a major role in information provision, education and entertainment. In our department you will learn to develop images and sound. You will learn about sound and camera techniques, software techniques, production methods and concept development. These elements will bring you to the heart of the AV profession – to tell a story through narrative film. You learn, together with a crew, to develop a production. In this work, it is not only the operational side that is important, but especially the artistic content. You analyse assignments and develop original concepts for them. You will develop into an author with a personal vision of reality. Our tutors have backgrounds in both theory and professional practice. They are researchers, script-editors, AV designers, motion graphic designers, interactive designers, autonomous artists, editors, camera and sound people. We expect from you some basic knowledge on how to use imagery and of the audiovisual profession. You also have the drive to tell stories. Experimentation and risk taking are essential, and mistakes are permitted. You learn to reflect on your own work and the work of your fellow students. You will work on assignments given by clients and on assignments that you generate yourself from your own fascinations. You will explore your own imagery, and learn to work in a team. You will learn to pitch your ideas and to communicate with clients, crew and the audience. Ultimately, you will work on an end product that will be shown to audiences. In the first six terms, you will learn to develop audiovisual productions. You will make one-minute productions for release on the internet or on TV, shorts for cinemas, audiovisual installations for VJs or for projection onto buildings, internet virals or autonomous audiovisual productions, images for a video wall or a first person documentary. Halfway through your second year you will go deeper into the knowledge and storytelling techniques from the first six terms. In the third year, you will do an internship and in the last year you will do a minor in one of the three Practices: Autonomous, Social or Commercial. After graduating, you can work as an all-round audiovisual designer, an interactive audiovisual producer, director or motion graphics designer. Creating Pioneers Our successful Audiovisual Design alumni include: Willem Baptist (winner Golden Gate Award); Roeland de Bruïne (known for the TV format ‘Truman’); Michel van den Burg (listed in the HOT100); Jeroen Houben (known for the videos ‘Sef’ and ‘Yellow Claw’ and the short film ‘Sorry’); Jurjen Versteeg (Vimeo Award winner and From Form founder and partner); and Bero Beyer (known for ‘Paradise Now’). PORTFOLIO CHECKLIST Are you … talented in visual arts? independent and responsible? dedicated and motivated? entrepreneurial? Then visit one of our Open Days or Open Evenings – and bring your portfolio! – and apply for admission. WHAT A selection of 10-15 works which were preceded by a creative process For example: designs, objects, photos, films, games, animations, fashion (accessories), furniture, models, drawings, posters, campaigns, paintings, usable artifacts and sculptures. You can publish and present all of this in a neat traditional portfolio folder, but you can also use different methods: 3D work can be brought in a (cardboard) box, digital work can be presented on a laptop or tablet. Please note: apart from these works, please show us some other things you created. Make a careful selection between the two. That way, we can assess to what extent you have an insight in your own qualities and your own work. [-]

Bachelor in Animation

Willem de Kooning Academy
Campus Nappali September 2017 Hollandia Rotterdam

The term ‘animation’ is derived from the Latin word ‘anima’, which means ‘soul’. Thus, ‘animation’ literally means ‘to incite, to bring to life’. Freely translated, animation is the bringing across of meaning or emotion through the movement of an inanimate object. A rather more technical definition is ‘the suggestion of movement through consecutive images in changing situations’. [+]

The term ‘animation’ is derived from the Latin word ‘anima’, which means ‘soul’. Thus, ‘animation’ literally means ‘to incite, to bring to life’. Freely translated, animation is the bringing across of meaning or emotion through the movement of an inanimate object. A rather more technical definition is ‘the suggestion of movement through consecutive images in changing situations’. We view animation initially as a means of communication. Animators have stories to tell. Animation is thus a means and not an end in itself. This is the reason that the faculty devotes much attention to applicability and concept development on top of acquiring craftsmanship and skills. Animations are found in films, adult and children television series, games, interactive applications and apps, commercials, simulations and information films. Even the appearance is hugely diverse, ranging from traditional 2D animation in classic cartoons and 3D computer technology to stop motion and digital cut outs. We focus on the strongly growing market with its wide diversity of applications on all sorts of platforms, from interactive applications to commercials, whose demand for the translation of large amounts of data into easy to ‘read’ images is radically increasing. The first two years of the study programme mostly consists of basic skills development. You will learn several different techniques, principles and theory, initially from simple resources, but as you progress the projects will become more complex and your instruments will become more advanced. You yourself will determine the professional area in which you will develop. The second half emphasises collaboration, practical assignments, compiling a portfolio and an internship. You can also do an exchange in a city such as London, Berlin, Boston or Tokyo and build the foundation for your future as a professional animator. Creating Pioneers Our successful Animation alumni include: Aimée de Jongh (daily cartoon ‘Snippers’ in the Metro newsdaily); Jeffrey Schreuders (listed in the HOT100); Paco Vink & Albert ’t Hooft (Anikey Studios of the animated film ‘Trippel Trappel’); Michiel Wesselius & Sander Alt (Urrebuk); Joost van den Bosch & Erik Verkerk (Ka-Ching Cartoons); Hisko Hulsing; Jurrien Boogert (Arjuno Kecil); and Patrick Chin. PORTFOLIO CHECKLIST Are you … talented in visual arts? independent and responsible? dedicated and motivated? entrepreneurial? Then visit one of our Open Days or Open Evenings – and bring your portfolio! – and apply for admission. WHAT A selection of 10-15 works which were preceded by a creative process For example: designs, objects, photos, films, games, animations, fashion (accessories), furniture, models, drawings, posters, campaigns, paintings, usable artifacts and sculptures. You can publish and present all of this in a neat traditional portfolio folder, but you can also use different methods: 3D work can be brought in a (cardboard) box, digital work can be presented on a laptop or tablet. Please note: apart from these works, please show us some other things you created. Make a careful selection between the two. That way, we can assess to what extent you have an insight in your own qualities and your own work. [-]